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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs10
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1181
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs78
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs99
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs8
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs158
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs168
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs209
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs129
-rw-r--r--OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs388
-rw-r--r--OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs75
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs83
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs328
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs63
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs161
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs547
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs787
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs486
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs268
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1361
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1701
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs782
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs593
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs121
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs93
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs16
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs22
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs47
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs204
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs28
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1477
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1087
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4032
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs624
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2014
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2816
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3193
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs102
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs12
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs56
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs86
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs358
150 files changed, 41503 insertions, 4835 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 230af8e..e6b57c2 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 presence.Scene.IncomingCloseAgent(presence.UUID); 484 presence.Scene.IncomingCloseAgent(presence.UUID);
485 } 485 }
@@ -1221,7 +1221,7 @@ namespace OpenSim
1221 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1221 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1222 } 1222 }
1223 } 1223 }
1224 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1224 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1225 } 1225 }
1226 else 1226 else
1227 { 1227 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 3271555..76ac246 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -201,6 +205,11 @@ namespace OpenSim
201 CreatePIDFile(pidFile); 205 CreatePIDFile(pidFile);
202 206
203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 207 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
208
209 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
210
211 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
212 m_permsModules = new List<string>(permissionModules.Split(','));
204 } 213 }
205 214
206 // Load the simulation data service 215 // Load the simulation data service
@@ -229,6 +238,12 @@ namespace OpenSim
229 m_moduleLoader = new ModuleLoader(m_config.Source); 238 m_moduleLoader = new ModuleLoader(m_config.Source);
230 239
231 LoadPlugins(); 240 LoadPlugins();
241
242 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
243 {
244 Environment.Exit(1);
245 }
246
232 foreach (IApplicationPlugin plugin in m_plugins) 247 foreach (IApplicationPlugin plugin in m_plugins)
233 { 248 {
234 plugin.PostInitialise(); 249 plugin.PostInitialise();
@@ -379,7 +394,41 @@ namespace OpenSim
379 } 394 }
380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 395 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
381 396
397 if (m_securePermissionsLoading)
398 {
399 foreach (string s in m_permsModules)
400 {
401 if (!scene.RegionModules.ContainsKey(s))
402 {
403 bool found = false;
404 foreach (IRegionModule m in modules)
405 {
406 if (m.Name == s)
407 {
408 found = true;
409 }
410 }
411 if (!found)
412 {
413 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
414 Environment.Exit(0);
415 }
416 }
417 }
418 }
419
382 scene.SetModuleInterfaces(); 420 scene.SetModuleInterfaces();
421// First Step of bootreport sequence
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.ColdStart(1,scene);
425 scene.SnmpService.LinkDown(scene);
426 }
427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.BootInfo("Loading prins", scene);
431 }
383 432
384 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 433 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
385 SetUpEstateOwner(scene); 434 SetUpEstateOwner(scene);
@@ -393,6 +442,11 @@ namespace OpenSim
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
395 444
445 if (scene.SnmpService != null)
446 {
447 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
448 }
449
396 try 450 try
397 { 451 {
398 scene.RegisterRegionWithGrid(); 452 scene.RegisterRegionWithGrid();
@@ -403,15 +457,29 @@ namespace OpenSim
403 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 457 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
404 e.Message, e.StackTrace); 458 e.Message, e.StackTrace);
405 459
460 if (scene.SnmpService != null)
461 {
462 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
463 }
406 // Carrying on now causes a lot of confusion down the 464 // Carrying on now causes a lot of confusion down the
407 // line - we need to get the user's attention 465 // line - we need to get the user's attention
408 Environment.Exit(1); 466 Environment.Exit(1);
409 } 467 }
410 468
469 if (scene.SnmpService != null)
470 {
471 scene.SnmpService.BootInfo("Grid Registration done", scene);
472 }
473
411 // We need to do this after we've initialized the 474 // We need to do this after we've initialized the
412 // scripting engines. 475 // scripting engines.
413 scene.CreateScriptInstances(); 476 scene.CreateScriptInstances();
414 477
478 if (scene.SnmpService != null)
479 {
480 scene.SnmpService.BootInfo("ScriptEngine started", scene);
481 }
482
415 m_sceneManager.Add(scene); 483 m_sceneManager.Add(scene);
416 484
417 if (m_autoCreateClientStack) 485 if (m_autoCreateClientStack)
@@ -420,6 +488,10 @@ namespace OpenSim
420 clientServer.Start(); 488 clientServer.Start();
421 } 489 }
422 490
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("Initializing region modules", scene);
494 }
423 if (do_post_init) 495 if (do_post_init)
424 { 496 {
425 foreach (IRegionModule module in modules) 497 foreach (IRegionModule module in modules)
@@ -431,6 +503,12 @@ namespace OpenSim
431 503
432 mscene = scene; 504 mscene = scene;
433 505
506 if (scene.SnmpService != null)
507 {
508 scene.SnmpService.BootInfo("The region is operational", scene);
509 scene.SnmpService.LinkUp(scene);
510 }
511
434 scene.Start(); 512 scene.Start();
435 513
436 scene.StartScripts(); 514 scene.StartScripts();
@@ -550,6 +628,11 @@ namespace OpenSim
550 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
551 { 629 {
552 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 630 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
631 if (scene.SnmpService != null)
632 {
633 scene.SnmpService.BootInfo("The region is shutting down", scene);
634 scene.SnmpService.LinkDown(scene);
635 }
553 IRegionModulesController controller; 636 IRegionModulesController controller;
554 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
555 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 6c28e78..d397893 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -96,7 +96,10 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 96 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 97 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
99 99 private static readonly string m_getObjectPhysicsDataPath = "0101/";
100 private static readonly string m_getObjectCostPath = "0102/";
101 private static readonly string m_ResourceCostSelectedPath = "0103/";
102
100 103
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 104 // These are callbacks which will be setup by the scene so that we can update scene data when we
102 // receive capability calls 105 // receive capability calls
@@ -199,6 +202,14 @@ namespace OpenSim.Region.ClientStack.Linden
199 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 202 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
200 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 203 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
201 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 204 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
205 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
206 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
207 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
208 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
209 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
210 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
211
212
202 213
203 m_HostCapsObj.RegisterHandler( 214 m_HostCapsObj.RegisterHandler(
204 "CopyInventoryFromNotecard", 215 "CopyInventoryFromNotecard",
@@ -849,6 +860,151 @@ namespace OpenSim.Region.ClientStack.Linden
849 response["int_response_code"] = 200; 860 response["int_response_code"] = 200;
850 return LLSDHelpers.SerialiseLLSDReply(response); 861 return LLSDHelpers.SerialiseLLSDReply(response);
851 } 862 }
863
864 public string GetObjectPhysicsData(string request, string path,
865 string param, IOSHttpRequest httpRequest,
866 IOSHttpResponse httpResponse)
867 {
868 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
869 OSDMap resp = new OSDMap();
870 OSDArray object_ids = (OSDArray)req["object_ids"];
871
872 for (int i = 0 ; i < object_ids.Count ; i++)
873 {
874 UUID uuid = object_ids[i].AsUUID();
875
876 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
877 if (obj != null)
878 {
879 OSDMap object_data = new OSDMap();
880
881 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
882 object_data["Density"] = obj.Density;
883 object_data["Friction"] = obj.Friction;
884 object_data["Restitution"] = obj.Bounciness;
885 object_data["GravityMultiplier"] = obj.GravityModifier;
886
887 resp[uuid.ToString()] = object_data;
888 }
889 }
890
891 string response = OSDParser.SerializeLLSDXmlString(resp);
892 return response;
893 }
894
895 public string GetObjectCost(string request, string path,
896 string param, IOSHttpRequest httpRequest,
897 IOSHttpResponse httpResponse)
898 {
899 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
900 OSDMap resp = new OSDMap();
901
902 OSDArray object_ids = (OSDArray)req["object_ids"];
903
904 for (int i = 0; i < object_ids.Count; i++)
905 {
906 UUID uuid = object_ids[i].AsUUID();
907
908 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
909
910 if (part != null)
911 {
912 SceneObjectGroup grp = part.ParentGroup;
913 if (grp != null)
914 {
915 float linksetCost;
916 float linksetPhysCost;
917 float partCost;
918 float partPhysCost;
919
920 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
921
922 OSDMap object_data = new OSDMap();
923 object_data["linked_set_resource_cost"] = linksetCost;
924 object_data["resource_cost"] = partCost;
925 object_data["physics_cost"] = partPhysCost;
926 object_data["linked_set_physics_cost"] = linksetPhysCost;
927
928 resp[uuid.ToString()] = object_data;
929 }
930 }
931 }
932
933 string response = OSDParser.SerializeLLSDXmlString(resp);
934 return response;
935 }
936
937 public string ResourceCostSelected(string request, string path,
938 string param, IOSHttpRequest httpRequest,
939 IOSHttpResponse httpResponse)
940 {
941 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
942 OSDMap resp = new OSDMap();
943
944
945 float phys=0;
946 float stream=0;
947 float simul=0;
948
949 if (req.ContainsKey("selected_roots"))
950 {
951 OSDArray object_ids = (OSDArray)req["selected_roots"];
952
953 // should go by SOG suming costs for all parts
954 // ll v3 works ok with several objects select we get the list and adds ok
955 // FS calls per object so results are wrong guess fs bug
956 for (int i = 0; i < object_ids.Count; i++)
957 {
958 UUID uuid = object_ids[i].AsUUID();
959 float Physc;
960 float simulc;
961 float streamc;
962
963 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
964 if (grp != null)
965 {
966 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
967 phys += Physc;
968 stream += streamc;
969 simul += simulc;
970 }
971 }
972 }
973 else if (req.ContainsKey("selected_prims"))
974 {
975 OSDArray object_ids = (OSDArray)req["selected_prims"];
976
977 // don't see in use in any of the 2 viewers
978 // guess it should be for edit linked but... nothing
979 // should go to SOP per part
980 for (int i = 0; i < object_ids.Count; i++)
981 {
982 UUID uuid = object_ids[i].AsUUID();
983
984 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
985 if (part != null)
986 {
987 phys += part.PhysicsCost;
988 stream += part.StreamingCost;
989 simul += part.SimulationCost;
990 }
991 }
992 }
993
994 if (simul != 0)
995 {
996 OSDMap object_data = new OSDMap();
997
998 object_data["physics"] = phys;
999 object_data["streaming"] = stream;
1000 object_data["simulation"] = simul;
1001
1002 resp["selected"] = object_data;
1003 }
1004
1005 string response = OSDParser.SerializeLLSDXmlString(resp);
1006 return response;
1007 }
852 } 1008 }
853 1009
854 public class AssetUploader 1010 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 594b229..ebfe687 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -377,7 +377,7 @@ namespace OpenSim.Region.ClientStack.Linden
377 // TODO: Add EventQueueGet name/description for diagnostics 377 // TODO: Add EventQueueGet name/description for diagnostics
378 MainServer.Instance.AddPollServiceHTTPHandler( 378 MainServer.Instance.AddPollServiceHTTPHandler(
379 eventQueueGetPath, 379 eventQueueGetPath,
380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID)); 380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 1000));
381 381
382// m_log.DebugFormat( 382// m_log.DebugFormat(
383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", 383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}",
@@ -831,5 +831,13 @@ namespace OpenSim.Region.ClientStack.Linden
831 { 831 {
832 return EventQueueHelper.BuildEvent(eventName, eventBody); 832 return EventQueueHelper.BuildEvent(eventName, eventBody);
833 } 833 }
834
835 public void partPhysicsProperties(uint localID, byte physhapetype,
836 float density, float friction, float bounce, float gravmod,UUID avatarID)
837 {
838 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
839 density, friction, bounce, gravmod);
840 Enqueue(item, avatarID);
841 }
834 } 842 }
835} 843}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 73cdec3..e6289bd 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
98 public event AvatarPickerRequest OnAvatarPickerRequest; 98 public event AvatarPickerRequest OnAvatarPickerRequest;
99 public event StartAnim OnStartAnim; 99 public event StartAnim OnStartAnim;
100 public event StopAnim OnStopAnim; 100 public event StopAnim OnStopAnim;
101 public event ChangeAnim OnChangeAnim;
101 public event Action<IClientAPI> OnRequestAvatarsData; 102 public event Action<IClientAPI> OnRequestAvatarsData;
102 public event LinkObjects OnLinkObjects; 103 public event LinkObjects OnLinkObjects;
103 public event DelinkObjects OnDelinkObjects; 104 public event DelinkObjects OnDelinkObjects;
@@ -125,6 +126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 127 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 128 public event UpdatePrimTexture OnUpdatePrimTexture;
129 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 130 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 131 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 132 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 160 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 161 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 162 public event CopyInventoryItem OnCopyInventoryItem;
163 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 164 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 165 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 166 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +259,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 259 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 260 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 261 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 262 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 263 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 264 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 265 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 290 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 291 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 292 public event SendPostcard OnSendPostcard;
293 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 294 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 295 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 296 public event GodlikeMessage onGodlikeMessage;
@@ -325,6 +329,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
325 private Prioritizer m_prioritizer; 329 private Prioritizer m_prioritizer;
326 private bool m_disableFacelights = false; 330 private bool m_disableFacelights = false;
327 331
332 private const uint MaxTransferBytesPerPacket = 600;
333
334
328 /// <value> 335 /// <value>
329 /// List used in construction of data blocks for an object update packet. This is to stop us having to 336 /// List used in construction of data blocks for an object update packet. This is to stop us having to
330 /// continually recreate it. 337 /// continually recreate it.
@@ -336,14 +343,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 343 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 344 /// ownerless phantom.
338 /// 345 ///
339 /// All manipulation of this set has to occur under a lock 346 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 347 ///
341 /// </value> 348 /// </value>
342 protected HashSet<uint> m_killRecord; 349// protected HashSet<uint> m_killRecord;
343 350
344// protected HashSet<uint> m_attachmentsSent; 351// protected HashSet<uint> m_attachmentsSent;
345 352
346 private int m_moneyBalance; 353 private int m_moneyBalance;
354 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 355 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 356 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 357 private AgentUpdateArgs lastarg;
@@ -382,6 +390,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
382 get { return m_startpos; } 390 get { return m_startpos; }
383 set { m_startpos = value; } 391 set { m_startpos = value; }
384 } 392 }
393 public bool DeliverPackets
394 {
395 get { return m_deliverPackets; }
396 set {
397 m_deliverPackets = value;
398 m_udpClient.m_deliverPackets = value;
399 }
400 }
385 public UUID AgentId { get { return m_agentId; } } 401 public UUID AgentId { get { return m_agentId; } }
386 public ISceneAgent SceneAgent { get; set; } 402 public ISceneAgent SceneAgent { get; set; }
387 public UUID ActiveGroupId { get { return m_activeGroupID; } } 403 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -454,7 +470,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
454 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); 470 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
455 m_entityProps = new PriorityQueue(m_scene.Entities.Count); 471 m_entityProps = new PriorityQueue(m_scene.Entities.Count);
456 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>(); 472 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
457 m_killRecord = new HashSet<uint>(); 473// m_killRecord = new HashSet<uint>();
458// m_attachmentsSent = new HashSet<uint>(); 474// m_attachmentsSent = new HashSet<uint>();
459 475
460 m_assetService = m_scene.RequestModuleInterface<IAssetService>(); 476 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
@@ -482,17 +498,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
482 498
483 #region Client Methods 499 #region Client Methods
484 500
501
485 /// <summary> 502 /// <summary>
486 /// Shut down the client view 503 /// Shut down the client view
487 /// </summary> 504 /// </summary>
488 public void Close() 505 public void Close()
489 { 506 {
507 Close(true);
508 }
509
510 /// <summary>
511 /// Shut down the client view
512 /// </summary>
513 public void Close(bool sendStop)
514 {
490 IsActive = false; 515 IsActive = false;
491 516
492 m_log.DebugFormat( 517 m_log.DebugFormat(
493 "[CLIENT]: Close has been called for {0} attached to scene {1}", 518 "[CLIENT]: Close has been called for {0} attached to scene {1}",
494 Name, m_scene.RegionInfo.RegionName); 519 Name, m_scene.RegionInfo.RegionName);
495 520
521 if (sendStop)
522 {
523 // Send the STOP packet
524 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
525 OutPacket(disable, ThrottleOutPacketType.Unknown);
526 }
527
528 IsActive = false;
529
496 // Shutdown the image manager 530 // Shutdown the image manager
497 ImageManager.Close(); 531 ImageManager.Close();
498 532
@@ -789,7 +823,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
789 reply.ChatData.OwnerID = fromAgentID; 823 reply.ChatData.OwnerID = fromAgentID;
790 reply.ChatData.SourceID = fromAgentID; 824 reply.ChatData.SourceID = fromAgentID;
791 825
792 OutPacket(reply, ThrottleOutPacketType.Task); 826 OutPacket(reply, ThrottleOutPacketType.Unknown);
793 } 827 }
794 828
795 /// <summary> 829 /// <summary>
@@ -1075,6 +1109,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1075 public virtual void SendLayerData(float[] map) 1109 public virtual void SendLayerData(float[] map)
1076 { 1110 {
1077 Util.FireAndForget(DoSendLayerData, map); 1111 Util.FireAndForget(DoSendLayerData, map);
1112
1113 // Send it sync, and async. It's not that much data
1114 // and it improves user experience just so much!
1115 DoSendLayerData(map);
1078 } 1116 }
1079 1117
1080 /// <summary> 1118 /// <summary>
@@ -1087,16 +1125,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1087 1125
1088 try 1126 try
1089 { 1127 {
1090 //for (int y = 0; y < 16; y++) 1128 for (int y = 0; y < 16; y++)
1091 //{ 1129 {
1092 // for (int x = 0; x < 16; x++) 1130 for (int x = 0; x < 16; x+=4)
1093 // { 1131 {
1094 // SendLayerData(x, y, map); 1132 SendLayerPacket(x, y, map);
1095 // } 1133 }
1096 //} 1134 }
1097
1098 // Send LayerData in a spiral pattern. Fun!
1099 SendLayerTopRight(map, 0, 0, 15, 15);
1100 } 1135 }
1101 catch (Exception e) 1136 catch (Exception e)
1102 { 1137 {
@@ -1104,51 +1139,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1104 } 1139 }
1105 } 1140 }
1106 1141
1107 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1108 {
1109 // Row
1110 for (int i = x1; i <= x2; i++)
1111 SendLayerData(i, y1, map);
1112
1113 // Column
1114 for (int j = y1 + 1; j <= y2; j++)
1115 SendLayerData(x2, j, map);
1116
1117 if (x2 - x1 > 0)
1118 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1119 }
1120
1121 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1122 {
1123 // Row in reverse
1124 for (int i = x2; i >= x1; i--)
1125 SendLayerData(i, y2, map);
1126
1127 // Column in reverse
1128 for (int j = y2 - 1; j >= y1; j--)
1129 SendLayerData(x1, j, map);
1130
1131 if (x2 - x1 > 0)
1132 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1133 }
1134
1135 /// <summary> 1142 /// <summary>
1136 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1137 /// </summary> 1144 /// </summary>
1138 /// <param name="map">heightmap</param> 1145 /// <param name="map">heightmap</param>
1139 /// <param name="px">X coordinate for patches 0..12</param> 1146 /// <param name="px">X coordinate for patches 0..12</param>
1140 /// <param name="py">Y coordinate for patches 0..15</param> 1147 /// <param name="py">Y coordinate for patches 0..15</param>
1141 // private void SendLayerPacket(float[] map, int y, int x) 1148 private void SendLayerPacket(int x, int y, float[] map)
1142 // { 1149 {
1143 // int[] patches = new int[4]; 1150 int[] patches = new int[4];
1144 // patches[0] = x + 0 + y * 16; 1151 patches[0] = x + 0 + y * 16;
1145 // patches[1] = x + 1 + y * 16; 1152 patches[1] = x + 1 + y * 16;
1146 // patches[2] = x + 2 + y * 16; 1153 patches[2] = x + 2 + y * 16;
1147 // patches[3] = x + 3 + y * 16; 1154 patches[3] = x + 3 + y * 16;
1148 1155
1149 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1156 float[] heightmap = (map.Length == 65536) ?
1150 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1157 map :
1151 // } 1158 LLHeightFieldMoronize(map);
1159
1160 try
1161 {
1162 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1163 OutPacket(layerpack, ThrottleOutPacketType.Land);
1164 }
1165 catch
1166 {
1167 for (int px = x ; px < x + 4 ; px++)
1168 SendLayerData(px, y, map);
1169 }
1170 }
1152 1171
1153 /// <summary> 1172 /// <summary>
1154 /// Sends a specified patch to a client 1173 /// Sends a specified patch to a client
@@ -1168,7 +1187,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1168 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1187 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1169 layerpack.Header.Reliable = true; 1188 layerpack.Header.Reliable = true;
1170 1189
1171 OutPacket(layerpack, ThrottleOutPacketType.Land); 1190 OutPacket(layerpack, ThrottleOutPacketType.Task);
1172 } 1191 }
1173 catch (Exception e) 1192 catch (Exception e)
1174 { 1193 {
@@ -1531,7 +1550,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1531 1550
1532 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1551 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1533 { 1552 {
1534// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1553// foreach (uint id in localIDs)
1554// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1535 1555
1536 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1556 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1537 // TODO: don't create new blocks if recycling an old packet 1557 // TODO: don't create new blocks if recycling an old packet
@@ -1553,17 +1573,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1553 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race 1573 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1554 // condition where a kill can be processed before an out-of-date update for the same object. 1574 // condition where a kill can be processed before an out-of-date update for the same object.
1555 // ProcessEntityUpdates() also takes the m_killRecord lock. 1575 // ProcessEntityUpdates() also takes the m_killRecord lock.
1556 lock (m_killRecord) 1576// lock (m_killRecord)
1557 { 1577// {
1558 foreach (uint localID in localIDs) 1578// foreach (uint localID in localIDs)
1559 m_killRecord.Add(localID); 1579// m_killRecord.Add(localID);
1560 1580
1561 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1581 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1562 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1582 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1563 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1583 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1564 // scene objects in a viewer until that viewer is relogged in. 1584 // scene objects in a viewer until that viewer is relogged in.
1565 OutPacket(kill, ThrottleOutPacketType.Task); 1585 OutPacket(kill, ThrottleOutPacketType.Task);
1566 } 1586// }
1567 } 1587 }
1568 } 1588 }
1569 1589
@@ -2293,6 +2313,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2293 OutPacket(sound, ThrottleOutPacketType.Task); 2313 OutPacket(sound, ThrottleOutPacketType.Task);
2294 } 2314 }
2295 2315
2316 public void SendTransferAbort(TransferRequestPacket transferRequest)
2317 {
2318 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2319 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2320 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2321 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2322 OutPacket(abort, ThrottleOutPacketType.Task);
2323 }
2324
2296 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2325 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2297 { 2326 {
2298 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2327 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2585,6 +2614,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2585 } 2614 }
2586 } 2615 }
2587 2616
2617 public void SendPartPhysicsProprieties(ISceneEntity entity)
2618 {
2619 SceneObjectPart part = (SceneObjectPart)entity;
2620 if (part != null && AgentId != UUID.Zero)
2621 {
2622 try
2623 {
2624 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2625 if (eq != null)
2626 {
2627 uint localid = part.LocalId;
2628 byte physshapetype = part.PhysicsShapeType;
2629 float density = part.Density;
2630 float friction = part.Friction;
2631 float bounce = part.Bounciness;
2632 float gravmod = part.GravityModifier;
2633
2634 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2635 }
2636 }
2637 catch (Exception ex)
2638 {
2639 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2640 }
2641 part.UpdatePhysRequired = false;
2642 }
2643 }
2644
2645
2588 2646
2589 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2647 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2590 { 2648 {
@@ -2682,7 +2740,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2682 else 2740 else
2683 { 2741 {
2684 int processedLength = 0; 2742 int processedLength = 0;
2685 int maxChunkSize = Settings.MAX_PACKET_SIZE - 100; 2743// int maxChunkSize = Settings.MAX_PACKET_SIZE - 100;
2744
2745 int maxChunkSize = (int) MaxTransferBytesPerPacket;
2686 int packetNumber = 0; 2746 int packetNumber = 0;
2687 2747
2688 while (processedLength < req.AssetInf.Data.Length) 2748 while (processedLength < req.AssetInf.Data.Length)
@@ -2753,7 +2813,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2753 reply.Data.ParcelID = parcelID; 2813 reply.Data.ParcelID = parcelID;
2754 reply.Data.OwnerID = land.OwnerID; 2814 reply.Data.OwnerID = land.OwnerID;
2755 reply.Data.Name = Utils.StringToBytes(land.Name); 2815 reply.Data.Name = Utils.StringToBytes(land.Name);
2756 reply.Data.Desc = Utils.StringToBytes(land.Description); 2816 if (land != null && land.Description != null && land.Description != String.Empty)
2817 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2818 else
2819 reply.Data.Desc = new Byte[0];
2757 reply.Data.ActualArea = land.Area; 2820 reply.Data.ActualArea = land.Area;
2758 reply.Data.BillableArea = land.Area; // TODO: what is this? 2821 reply.Data.BillableArea = land.Area; // TODO: what is this?
2759 2822
@@ -3488,7 +3551,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3488 3551
3489 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3552 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3490 // TODO: don't create new blocks if recycling an old packet 3553 // TODO: don't create new blocks if recycling an old packet
3491 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3554 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3492 avp.ObjectData.TextureEntry = textureEntry; 3555 avp.ObjectData.TextureEntry = textureEntry;
3493 3556
3494 AvatarAppearancePacket.VisualParamBlock avblock = null; 3557 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3616,7 +3679,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3616 /// </summary> 3679 /// </summary>
3617 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3680 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3618 { 3681 {
3619 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3682 if (entity is SceneObjectPart)
3683 {
3684 SceneObjectPart e = (SceneObjectPart)entity;
3685 SceneObjectGroup g = e.ParentGroup;
3686 if (g.RootPart.Shape.State > 30) // HUD
3687 if (g.OwnerID != AgentId)
3688 return; // Don't send updates for other people's HUDs
3689 }
3690
3620 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3691 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3621 3692
3622 lock (m_entityUpdates.SyncRoot) 3693 lock (m_entityUpdates.SyncRoot)
@@ -3683,27 +3754,74 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3683 3754
3684 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3755 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3685 // condition where a kill can be processed before an out-of-date update for the same object. 3756 // condition where a kill can be processed before an out-of-date update for the same object.
3686 lock (m_killRecord) 3757 float avgTimeDilation = 1.0f;
3758 IEntityUpdate iupdate;
3759 Int32 timeinqueue; // this is just debugging code & can be dropped later
3760
3761 while (updatesThisCall < maxUpdates)
3687 { 3762 {
3688 float avgTimeDilation = 1.0f; 3763 lock (m_entityUpdates.SyncRoot)
3689 IEntityUpdate iupdate; 3764 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3690 Int32 timeinqueue; // this is just debugging code & can be dropped later 3765 break;
3766
3767 EntityUpdate update = (EntityUpdate)iupdate;
3768
3769 avgTimeDilation += update.TimeDilation;
3770 avgTimeDilation *= 0.5f;
3691 3771
3692 while (updatesThisCall < maxUpdates) 3772 if (update.Entity is SceneObjectPart)
3693 { 3773 {
3694 lock (m_entityUpdates.SyncRoot) 3774 SceneObjectPart part = (SceneObjectPart)update.Entity;
3695 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3696 break;
3697 3775
3698 EntityUpdate update = (EntityUpdate)iupdate; 3776 if (part.ParentGroup.IsDeleted)
3699 3777 continue;
3700 avgTimeDilation += update.TimeDilation;
3701 avgTimeDilation *= 0.5f;
3702 3778
3703 if (update.Entity is SceneObjectPart) 3779 if (part.ParentGroup.IsAttachment)
3780 { // Someone else's HUD, why are we getting these?
3781 if (part.ParentGroup.OwnerID != AgentId &&
3782 part.ParentGroup.RootPart.Shape.State >= 30)
3783 continue;
3784 ScenePresence sp;
3785 // Owner is not in the sim, don't update it to
3786 // anyone
3787 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3788 continue;
3789
3790 List<SceneObjectGroup> atts = sp.GetAttachments();
3791 bool found = false;
3792 foreach (SceneObjectGroup att in atts)
3793 {
3794 if (att == part.ParentGroup)
3795 {
3796 found = true;
3797 break;
3798 }
3799 }
3800
3801 // It's an attachment of a valid avatar, but
3802 // doesn't seem to be attached, skip
3803 if (!found)
3804 continue;
3805
3806 // On vehicle crossing, the attachments are received
3807 // while the avatar is still a child. Don't send
3808 // updates here because the LocalId has not yet
3809 // been updated and the viewer will derender the
3810 // attachments until the avatar becomes root.
3811 if (sp.IsChildAgent)
3812 continue;
3813
3814 // If the object is an attachment we don't want it to be in the kill
3815 // record. Else attaching from inworld and subsequently dropping
3816 // it will no longer work.
3817// lock (m_killRecord)
3818// {
3819// m_killRecord.Remove(part.LocalId);
3820// m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3821// }
3822 }
3823 else
3704 { 3824 {
3705 SceneObjectPart part = (SceneObjectPart)update.Entity;
3706
3707 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3825 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3708 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3826 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3709 // safety measure. 3827 // safety measure.
@@ -3714,236 +3832,174 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3714 // 3832 //
3715 // This doesn't appear to apply to child prims - a client will happily ignore these updates 3833 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3716 // after the root prim has been deleted. 3834 // after the root prim has been deleted.
3717 if (m_killRecord.Contains(part.LocalId)) 3835 //
3718 { 3836 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3719 // m_log.WarnFormat( 3837// lock (m_killRecord)
3720 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted", 3838// {
3721 // part.LocalId, Name); 3839// if (m_killRecord.Contains(part.LocalId))
3722 continue; 3840// continue;
3723 } 3841// if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3724 3842// continue;
3725 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3843// }
3844 }
3845
3846 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3847 {
3848 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3849 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3726 { 3850 {
3727 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3851 part.Shape.LightEntry = false;
3728 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3729 {
3730 part.Shape.LightEntry = false;
3731 }
3732 } 3852 }
3733 } 3853 }
3734 3854 }
3735 #region UpdateFlags to packet type conversion 3855
3736 3856 ++updatesThisCall;
3737 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; 3857
3738 3858 #region UpdateFlags to packet type conversion
3739 bool canUseCompressed = true; 3859
3740 bool canUseImproved = true; 3860 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3741 3861
3742 // Compressed object updates only make sense for LL primitives 3862 bool canUseCompressed = true;
3743 if (!(update.Entity is SceneObjectPart)) 3863 bool canUseImproved = true;
3864
3865 // Compressed object updates only make sense for LL primitives
3866 if (!(update.Entity is SceneObjectPart))
3867 {
3868 canUseCompressed = false;
3869 }
3870
3871 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3872 {
3873 canUseCompressed = false;
3874 canUseImproved = false;
3875 }
3876 else
3877 {
3878 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3879 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3880 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3881 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3744 { 3882 {
3745 canUseCompressed = false; 3883 canUseCompressed = false;
3746 } 3884 }
3747 3885
3748 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) 3886 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3887 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3888 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3889 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3890 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3891 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3892 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3893 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3894 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3895 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3896 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3897 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3898 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3899 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3749 { 3900 {
3750 canUseCompressed = false;
3751 canUseImproved = false; 3901 canUseImproved = false;
3752 } 3902 }
3753 else 3903 }
3754 {
3755 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3757 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3758 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3759 {
3760 canUseCompressed = false;
3761 }
3762
3763 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3773 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3774 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3775 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3776 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3777 {
3778 canUseImproved = false;
3779 }
3780 }
3781
3782 #endregion UpdateFlags to packet type conversion
3783
3784 #region Block Construction
3785
3786 // TODO: Remove this once we can build compressed updates
3787 canUseCompressed = false;
3788 3904
3789 if (!canUseImproved && !canUseCompressed) 3905 #endregion UpdateFlags to packet type conversion
3790 {
3791 ObjectUpdatePacket.ObjectDataBlock updateBlock;
3792 3906
3793 if (update.Entity is ScenePresence) 3907 #region Block Construction
3794 {
3795 updateBlock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
3796 }
3797 else
3798 {
3799 SceneObjectPart part = (SceneObjectPart)update.Entity;
3800 updateBlock = CreatePrimUpdateBlock(part, AgentId);
3801
3802 // If the part has become a private hud since the update was scheduled then we do not
3803 // want to send it to other avatars.
3804 if (part.ParentGroup.IsAttachment
3805 && part.ParentGroup.HasPrivateAttachmentPoint
3806 && part.ParentGroup.AttachedAvatar != AgentId)
3807 continue;
3808
3809 // If the part has since been deleted, then drop the update. In the case of attachments,
3810 // this is to avoid spurious updates to other viewers since post-processing of attachments
3811 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3812 // of the test above).
3813 //
3814 // Actual deletions (kills) happen in another method.
3815 if (part.ParentGroup.IsDeleted)
3816 continue;
3817 }
3818 3908
3819 objectUpdateBlocks.Value.Add(updateBlock); 3909 // TODO: Remove this once we can build compressed updates
3820 objectUpdates.Value.Add(update); 3910 canUseCompressed = false;
3821 }
3822 else if (!canUseImproved)
3823 {
3824 SceneObjectPart part = (SceneObjectPart)update.Entity;
3825 ObjectUpdateCompressedPacket.ObjectDataBlock compressedBlock
3826 = CreateCompressedUpdateBlock(part, updateFlags);
3827
3828 // If the part has since been deleted, then drop the update. In the case of attachments,
3829 // this is to avoid spurious updates to other viewers since post-processing of attachments
3830 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3831 // of the test above).
3832 //
3833 // Actual deletions (kills) happen in another method.
3834 if (part.ParentGroup.IsDeleted)
3835 continue;
3836 3911
3837 compressedUpdateBlocks.Value.Add(compressedBlock); 3912 if (!canUseImproved && !canUseCompressed)
3838 compressedUpdates.Value.Add(update); 3913 {
3914 if (update.Entity is ScenePresence)
3915 {
3916 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3839 } 3917 }
3840 else 3918 else
3841 { 3919 {
3842 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3920 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3843 {
3844 // Self updates go into a special list
3845 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3846 terseAgentUpdates.Value.Add(update);
3847 }
3848 else
3849 {
3850 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseUpdateBlock
3851 = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
3852
3853 // Everything else goes here
3854 if (update.Entity is SceneObjectPart)
3855 {
3856 SceneObjectPart part = (SceneObjectPart)update.Entity;
3857
3858 // If the part has become a private hud since the update was scheduled then we do not
3859 // want to send it to other avatars.
3860 if (part.ParentGroup.IsAttachment
3861 && part.ParentGroup.HasPrivateAttachmentPoint
3862 && part.ParentGroup.AttachedAvatar != AgentId)
3863 continue;
3864
3865 // If the part has since been deleted, then drop the update. In the case of attachments,
3866 // this is to avoid spurious updates to other viewers since post-processing of attachments
3867 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3868 // of the test above).
3869 //
3870 // Actual deletions (kills) happen in another method.
3871 if (part.ParentGroup.IsDeleted)
3872 continue;
3873 }
3874
3875 terseUpdateBlocks.Value.Add(terseUpdateBlock);
3876 terseUpdates.Value.Add(update);
3877 }
3878 } 3921 }
3922 }
3923 else if (!canUseImproved)
3924 {
3925 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3926 }
3927 else
3928 {
3929 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3930 // Self updates go into a special list
3931 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3932 else
3933 // Everything else goes here
3934 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3935 }
3879 3936
3880 ++updatesThisCall; 3937 #endregion Block Construction
3938 }
3939
3940 #region Packet Sending
3881 3941
3882 #endregion Block Construction 3942 const float TIME_DILATION = 1.0f;
3883 } 3943 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3884 3944
3885 #region Packet Sending 3945 if (terseAgentUpdateBlocks.IsValueCreated)
3886 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f); 3946 {
3947 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3887 3948
3888 if (terseAgentUpdateBlocks.IsValueCreated) 3949 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3889 { 3950 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3890 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value; 3951 packet.RegionData.TimeDilation = timeDilation;
3952 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3891 3953
3892 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3954 for (int i = 0; i < blocks.Count; i++)
3893 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3955 packet.ObjectData[i] = blocks[i];
3894 packet.RegionData.TimeDilation = timeDilation;
3895 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3896 3956
3897 for (int i = 0; i < blocks.Count; i++) 3957 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3898 packet.ObjectData[i] = blocks[i]; 3958 }
3899 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3900 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3901 }
3902 3959
3903 if (objectUpdateBlocks.IsValueCreated) 3960 if (objectUpdateBlocks.IsValueCreated)
3904 { 3961 {
3905 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3962 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3906 3963
3907 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3964 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3908 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3965 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3909 packet.RegionData.TimeDilation = timeDilation; 3966 packet.RegionData.TimeDilation = timeDilation;
3910 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3967 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3911 3968
3912 for (int i = 0; i < blocks.Count; i++) 3969 for (int i = 0; i < blocks.Count; i++)
3913 packet.ObjectData[i] = blocks[i]; 3970 packet.ObjectData[i] = blocks[i];
3914 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 3971
3915 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); }); 3972 OutPacket(packet, ThrottleOutPacketType.Task, true);
3916 } 3973 }
3917 3974
3918 if (compressedUpdateBlocks.IsValueCreated) 3975 if (compressedUpdateBlocks.IsValueCreated)
3919 { 3976 {
3920 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3977 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3921 3978
3922 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed); 3979 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3923 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3980 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3924 packet.RegionData.TimeDilation = timeDilation; 3981 packet.RegionData.TimeDilation = timeDilation;
3925 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count]; 3982 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3926
3927 for (int i = 0; i < blocks.Count; i++)
3928 packet.ObjectData[i] = blocks[i];
3929 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3930 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3931 }
3932 3983
3933 if (terseUpdateBlocks.IsValueCreated) 3984 for (int i = 0; i < blocks.Count; i++)
3934 { 3985 packet.ObjectData[i] = blocks[i];
3935 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3986
3936 3987 OutPacket(packet, ThrottleOutPacketType.Task, true);
3937 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3988 }
3938 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3989
3939 packet.RegionData.TimeDilation = timeDilation; 3990 if (terseUpdateBlocks.IsValueCreated)
3940 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3991 {
3941 3992 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3942 for (int i = 0; i < blocks.Count; i++) 3993
3943 packet.ObjectData[i] = blocks[i]; 3994 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3944 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 3995 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3945 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); 3996 packet.RegionData.TimeDilation = timeDilation;
3946 } 3997 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3998
3999 for (int i = 0; i < blocks.Count; i++)
4000 packet.ObjectData[i] = blocks[i];
4001
4002 OutPacket(packet, ThrottleOutPacketType.Task, true);
3947 } 4003 }
3948 4004
3949 #endregion Packet Sending 4005 #endregion Packet Sending
@@ -4236,11 +4292,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4236 4292
4237 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4293 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4238 // of the object rather than the properties when the packet was created 4294 // of the object rather than the properties when the packet was created
4239 OutPacket(packet, ThrottleOutPacketType.Task, true, 4295 // HACK : Remove intelligent resending until it's fixed in core
4240 delegate(OutgoingPacket oPacket) 4296 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4241 { 4297 // delegate(OutgoingPacket oPacket)
4242 ResendPropertyUpdates(updates, oPacket); 4298 // {
4243 }); 4299 // ResendPropertyUpdates(updates, oPacket);
4300 // });
4301 OutPacket(packet, ThrottleOutPacketType.Task, true);
4244 4302
4245 // pbcnt += blocks.Count; 4303 // pbcnt += blocks.Count;
4246 // ppcnt++; 4304 // ppcnt++;
@@ -4266,11 +4324,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4266 // of the object rather than the properties when the packet was created 4324 // of the object rather than the properties when the packet was created
4267 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4325 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4268 updates.Add(familyUpdates.Value[i]); 4326 updates.Add(familyUpdates.Value[i]);
4269 OutPacket(packet, ThrottleOutPacketType.Task, true, 4327 // HACK : Remove intelligent resending until it's fixed in core
4270 delegate(OutgoingPacket oPacket) 4328 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4271 { 4329 // delegate(OutgoingPacket oPacket)
4272 ResendPropertyUpdates(updates, oPacket); 4330 // {
4273 }); 4331 // ResendPropertyUpdates(updates, oPacket);
4332 // });
4333 OutPacket(packet, ThrottleOutPacketType.Task, true);
4274 4334
4275 // fpcnt++; 4335 // fpcnt++;
4276 // fbcnt++; 4336 // fbcnt++;
@@ -4419,37 +4479,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4419 if (bl[i].BannedUserID == UUID.Zero) 4479 if (bl[i].BannedUserID == UUID.Zero)
4420 continue; 4480 continue;
4421 BannedUsers.Add(bl[i].BannedUserID); 4481 BannedUsers.Add(bl[i].BannedUserID);
4422 }
4423 4482
4424 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4483 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4425 packet.AgentData.TransactionID = UUID.Random(); 4484 {
4426 packet.AgentData.AgentID = AgentId; 4485 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4427 packet.AgentData.SessionID = SessionId; 4486 packet.AgentData.TransactionID = UUID.Random();
4428 packet.MethodData.Invoice = invoice; 4487 packet.AgentData.AgentID = AgentId;
4429 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4488 packet.AgentData.SessionID = SessionId;
4489 packet.MethodData.Invoice = invoice;
4490 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4430 4491
4431 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4492 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4432 4493
4433 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4494 int j;
4434 { 4495 for (j = 0; j < (6 + BannedUsers.Count); j++)
4435 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4496 {
4436 } 4497 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4437 int j = 0; 4498 }
4499 j = 0;
4438 4500
4439 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4501 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4440 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4502 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4441 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4503 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4442 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4504 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4443 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4505 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4444 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4506 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4445 4507
4446 foreach (UUID banned in BannedUsers) 4508 foreach (UUID banned in BannedUsers)
4447 { 4509 {
4448 returnblock[j].Parameter = banned.GetBytes(); j++; 4510 returnblock[j].Parameter = banned.GetBytes(); j++;
4511 }
4512 packet.ParamList = returnblock;
4513 packet.Header.Reliable = true;
4514 OutPacket(packet, ThrottleOutPacketType.Task);
4515
4516 BannedUsers.Clear();
4517 }
4449 } 4518 }
4450 packet.ParamList = returnblock; 4519
4451 packet.Header.Reliable = false;
4452 OutPacket(packet, ThrottleOutPacketType.Task);
4453 } 4520 }
4454 4521
4455 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4522 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4635,7 +4702,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4635 4702
4636 if (landData.SimwideArea > 0) 4703 if (landData.SimwideArea > 0)
4637 { 4704 {
4638 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4705 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4706 // Never report more than sim total capacity
4707 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4708 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4639 updateMessage.SimWideMaxPrims = simulatorCapacity; 4709 updateMessage.SimWideMaxPrims = simulatorCapacity;
4640 } 4710 }
4641 else 4711 else
@@ -4764,14 +4834,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4764 4834
4765 if (notifyCount > 0) 4835 if (notifyCount > 0)
4766 { 4836 {
4767 if (notifyCount > 32) 4837// if (notifyCount > 32)
4768 { 4838// {
4769 m_log.InfoFormat( 4839// m_log.InfoFormat(
4770 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4840// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4771 + " - a developer might want to investigate whether this is a hard limit", 32); 4841// + " - a developer might want to investigate whether this is a hard limit", 32);
4772 4842//
4773 notifyCount = 32; 4843// notifyCount = 32;
4774 } 4844// }
4775 4845
4776 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4846 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4777 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4847 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4826,9 +4896,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4826 { 4896 {
4827 ScenePresence presence = (ScenePresence)entity; 4897 ScenePresence presence = (ScenePresence)entity;
4828 4898
4899 position = presence.OffsetPosition;
4900 rotation = presence.Rotation;
4901
4902 if (presence.ParentID != 0)
4903 {
4904 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4905 if (part != null && part != part.ParentGroup.RootPart)
4906 {
4907 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4908 rotation = part.RotationOffset * presence.Rotation;
4909 }
4910 }
4911
4829 attachPoint = 0; 4912 attachPoint = 0;
4830 collisionPlane = presence.CollisionPlane; 4913 collisionPlane = presence.CollisionPlane;
4831 position = presence.OffsetPosition;
4832 velocity = presence.Velocity; 4914 velocity = presence.Velocity;
4833 acceleration = Vector3.Zero; 4915 acceleration = Vector3.Zero;
4834 4916
@@ -4838,7 +4920,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4838// acceleration = new Vector3(1, 0, 0); 4920// acceleration = new Vector3(1, 0, 0);
4839 4921
4840 angularVelocity = Vector3.Zero; 4922 angularVelocity = Vector3.Zero;
4841 rotation = presence.Rotation;
4842 4923
4843 if (sendTexture) 4924 if (sendTexture)
4844 textureEntry = presence.Appearance.Texture.GetBytes(); 4925 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4943,13 +5024,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4943 5024
4944 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5025 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4945 { 5026 {
5027 Vector3 offsetPosition = data.OffsetPosition;
5028 Quaternion rotation = data.Rotation;
5029 uint parentID = data.ParentID;
5030
5031 if (parentID != 0)
5032 {
5033 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5034 if (part != null && part != part.ParentGroup.RootPart)
5035 {
5036 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5037 rotation = part.RotationOffset * data.Rotation;
5038 parentID = part.ParentGroup.RootPart.LocalId;
5039 }
5040 }
5041
4946 byte[] objectData = new byte[76]; 5042 byte[] objectData = new byte[76];
4947 5043
4948 data.CollisionPlane.ToBytes(objectData, 0); 5044 data.CollisionPlane.ToBytes(objectData, 0);
4949 data.OffsetPosition.ToBytes(objectData, 16); 5045 offsetPosition.ToBytes(objectData, 16);
4950// data.Velocity.ToBytes(objectData, 28); 5046// data.Velocity.ToBytes(objectData, 28);
4951// data.Acceleration.ToBytes(objectData, 40); 5047// data.Acceleration.ToBytes(objectData, 40);
4952 data.Rotation.ToBytes(objectData, 52); 5048 rotation.ToBytes(objectData, 52);
4953 //data.AngularVelocity.ToBytes(objectData, 64); 5049 //data.AngularVelocity.ToBytes(objectData, 64);
4954 5050
4955 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5051 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4963,7 +5059,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4963 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5059 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4964 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5060 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4965 update.ObjectData = objectData; 5061 update.ObjectData = objectData;
4966 update.ParentID = data.ParentID; 5062 update.ParentID = parentID;
4967 update.PathCurve = 16; 5063 update.PathCurve = 16;
4968 update.PathScaleX = 100; 5064 update.PathScaleX = 100;
4969 update.PathScaleY = 100; 5065 update.PathScaleY = 100;
@@ -4981,10 +5077,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4981 update.TextureEntry = Utils.EmptyBytes; 5077 update.TextureEntry = Utils.EmptyBytes;
4982// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes; 5078// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
4983 5079
5080/* all this flags seem related to prims and not avatars. This allow for wrong viewer side move of a avatar in prim edition mode (anv mantis 854)
4984 update.UpdateFlags = (uint)( 5081 update.UpdateFlags = (uint)(
4985 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | 5082 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
4986 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | 5083 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
4987 PrimFlags.ObjectOwnerModify); 5084 PrimFlags.ObjectOwnerModify);
5085*/
5086 update.UpdateFlags = 0;
4988 5087
4989 return update; 5088 return update;
4990 } 5089 }
@@ -5304,6 +5403,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5304 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5403 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5305 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5404 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5306 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5405 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5406 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5307 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5407 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5308 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5408 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5309 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5409 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5370,6 +5470,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5370 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5470 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5371 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5471 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5372 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5472 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5473 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5373 5474
5374 AddGenericPacketHandler("autopilot", HandleAutopilot); 5475 AddGenericPacketHandler("autopilot", HandleAutopilot);
5375 } 5476 }
@@ -5405,6 +5506,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5405 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5506 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5406 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5507 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5407 (x.ControlFlags != lastarg.ControlFlags) || 5508 (x.ControlFlags != lastarg.ControlFlags) ||
5509 (x.ControlFlags != 0) ||
5408 (x.Far != lastarg.Far) || 5510 (x.Far != lastarg.Far) ||
5409 (x.Flags != lastarg.Flags) || 5511 (x.Flags != lastarg.Flags) ||
5410 (x.State != lastarg.State) || 5512 (x.State != lastarg.State) ||
@@ -5782,7 +5884,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5782 args.Channel = ch; 5884 args.Channel = ch;
5783 args.From = String.Empty; 5885 args.From = String.Empty;
5784 args.Message = Utils.BytesToString(msg); 5886 args.Message = Utils.BytesToString(msg);
5785 args.Type = ChatTypeEnum.Shout; 5887 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5786 args.Position = new Vector3(); 5888 args.Position = new Vector3();
5787 args.Scene = Scene; 5889 args.Scene = Scene;
5788 args.Sender = this; 5890 args.Sender = this;
@@ -6302,6 +6404,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6302 { 6404 {
6303 handlerCompleteMovementToRegion(sender, true); 6405 handlerCompleteMovementToRegion(sender, true);
6304 } 6406 }
6407 else
6408 m_log.Debug("HandleCompleteAgentMovement NULL handler");
6409
6305 handlerCompleteMovementToRegion = null; 6410 handlerCompleteMovementToRegion = null;
6306 6411
6307 return true; 6412 return true;
@@ -6319,7 +6424,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6319 return true; 6424 return true;
6320 } 6425 }
6321 #endregion 6426 #endregion
6322 6427/*
6323 StartAnim handlerStartAnim = null; 6428 StartAnim handlerStartAnim = null;
6324 StopAnim handlerStopAnim = null; 6429 StopAnim handlerStopAnim = null;
6325 6430
@@ -6343,6 +6448,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6343 } 6448 }
6344 } 6449 }
6345 return true; 6450 return true;
6451*/
6452 ChangeAnim handlerChangeAnim = null;
6453
6454 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6455 {
6456 handlerChangeAnim = OnChangeAnim;
6457 if (handlerChangeAnim != null)
6458 {
6459 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6460 }
6461 }
6462
6463 handlerChangeAnim = OnChangeAnim;
6464 if (handlerChangeAnim != null)
6465 {
6466 handlerChangeAnim(UUID.Zero, false, true);
6467 }
6468
6469 return true;
6346 } 6470 }
6347 6471
6348 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6472 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6968,10 +7092,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6968 // 46,47,48 are special positions within the packet 7092 // 46,47,48 are special positions within the packet
6969 // This may change so perhaps we need a better way 7093 // This may change so perhaps we need a better way
6970 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7094 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6971 bool UsePhysics = (data[46] != 0) ? true : false; 7095 /*
6972 bool IsTemporary = (data[47] != 0) ? true : false; 7096 bool UsePhysics = (data[46] != 0) ? true : false;
6973 bool IsPhantom = (data[48] != 0) ? true : false; 7097 bool IsTemporary = (data[47] != 0) ? true : false;
6974 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7098 bool IsPhantom = (data[48] != 0) ? true : false;
7099 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7100 */
7101 bool UsePhysics = flags.AgentData.UsePhysics;
7102 bool IsPhantom = flags.AgentData.IsPhantom;
7103 bool IsTemporary = flags.AgentData.IsTemporary;
7104 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7105 ExtraPhysicsData physdata = new ExtraPhysicsData();
7106
7107 if (blocks == null || blocks.Length == 0)
7108 {
7109 physdata.PhysShapeType = PhysShapeType.invalid;
7110 }
7111 else
7112 {
7113 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7114 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7115 physdata.Bounce = phsblock.Restitution;
7116 physdata.Density = phsblock.Density;
7117 physdata.Friction = phsblock.Friction;
7118 physdata.GravitationModifier = phsblock.GravityMultiplier;
7119 }
7120
7121 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6975 } 7122 }
6976 return true; 7123 return true;
6977 } 7124 }
@@ -9825,7 +9972,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9825 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9972 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9826 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9973 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9827 UpdateMuteListEntry.MuteData.MuteType, 9974 UpdateMuteListEntry.MuteData.MuteType,
9828 UpdateMuteListEntry.AgentData.AgentID); 9975 UpdateMuteListEntry.MuteData.MuteFlags);
9829 return true; 9976 return true;
9830 } 9977 }
9831 return false; 9978 return false;
@@ -9840,8 +9987,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9840 { 9987 {
9841 handlerRemoveMuteListEntry(this, 9988 handlerRemoveMuteListEntry(this,
9842 RemoveMuteListEntry.MuteData.MuteID, 9989 RemoveMuteListEntry.MuteData.MuteID,
9843 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9990 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9844 RemoveMuteListEntry.AgentData.AgentID);
9845 return true; 9991 return true;
9846 } 9992 }
9847 return false; 9993 return false;
@@ -9885,10 +10031,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9885 return false; 10031 return false;
9886 } 10032 }
9887 10033
10034 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
10035 {
10036 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10037 (ChangeInventoryItemFlagsPacket)packet;
10038 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10039 if (handlerChangeInventoryItemFlags != null)
10040 {
10041 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10042 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10043 return true;
10044 }
10045 return false;
10046 }
10047
9888 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10048 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9889 { 10049 {
9890 return true; 10050 return true;
9891 } 10051 }
10052
10053 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10054 {
10055 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10056
10057 #region Packet Session and User Check
10058 if (m_checkPackets)
10059 {
10060 if (packet.AgentData.SessionID != SessionId ||
10061 packet.AgentData.AgentID != AgentId)
10062 return true;
10063 }
10064 #endregion
10065 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10066 List<InventoryItemBase> items = new List<InventoryItemBase>();
10067 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10068 {
10069 InventoryItemBase b = new InventoryItemBase();
10070 b.ID = n.OldItemID;
10071 b.Folder = n.OldFolderID;
10072 items.Add(b);
10073 }
10074
10075 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10076 if (handlerMoveItemsAndLeaveCopy != null)
10077 {
10078 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10079 }
10080
10081 return true;
10082 }
9892 10083
9893 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10084 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9894 { 10085 {
@@ -10315,6 +10506,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10315 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10506 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10316 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10507 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10317 10508
10509 Scene scene = (Scene)m_scene;
10510 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10511 {
10512 ScenePresence p;
10513 if (scene.TryGetScenePresence(sender.AgentId, out p))
10514 {
10515 if (p.GodLevel >= 200)
10516 {
10517 groupProfileReply.GroupData.OpenEnrollment = true;
10518 groupProfileReply.GroupData.MembershipFee = 0;
10519 }
10520 }
10521 }
10522
10318 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10523 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10319 } 10524 }
10320 return true; 10525 return true;
@@ -10888,11 +11093,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10888 11093
10889 StartLure handlerStartLure = OnStartLure; 11094 StartLure handlerStartLure = OnStartLure;
10890 if (handlerStartLure != null) 11095 if (handlerStartLure != null)
10891 handlerStartLure(startLureRequest.Info.LureType, 11096 {
10892 Utils.BytesToString( 11097 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10893 startLureRequest.Info.Message), 11098 {
10894 startLureRequest.TargetData[0].TargetID, 11099 handlerStartLure(startLureRequest.Info.LureType,
10895 this); 11100 Utils.BytesToString(
11101 startLureRequest.Info.Message),
11102 startLureRequest.TargetData[i].TargetID,
11103 this);
11104 }
11105 }
10896 return true; 11106 return true;
10897 } 11107 }
10898 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11108 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -11006,10 +11216,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11006 } 11216 }
11007 #endregion 11217 #endregion
11008 11218
11009 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11219 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
11010 if (handlerClassifiedGodDelete != null) 11220 if (handlerClassifiedGodDelete != null)
11011 handlerClassifiedGodDelete( 11221 handlerClassifiedGodDelete(
11012 classifiedGodDelete.Data.ClassifiedID, 11222 classifiedGodDelete.Data.ClassifiedID,
11223 classifiedGodDelete.Data.QueryID,
11013 this); 11224 this);
11014 return true; 11225 return true;
11015 } 11226 }
@@ -11375,209 +11586,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11375 } 11586 }
11376 else 11587 else
11377 { 11588 {
11378// m_log.DebugFormat( 11589 ClientChangeObject updatehandler = onClientChangeObject;
11379// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11380// i, block.Type, part.Name, part.LocalId);
11381 11590
11382// // Do this once since fetch parts creates a new array. 11591 if (updatehandler != null)
11383// SceneObjectPart[] parts = part.ParentGroup.Parts; 11592 {
11384// for (int j = 0; j < parts.Length; j++) 11593 ObjectChangeData udata = new ObjectChangeData();
11385// {
11386// part.StoreUndoState();
11387// parts[j].IgnoreUndoUpdate = true;
11388// }
11389 11594
11390 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11595 /*ubit from ll JIRA:
11596 * 0x01 position
11597 * 0x02 rotation
11598 * 0x04 scale
11599
11600 * 0x08 LINK_SET
11601 * 0x10 UNIFORM for scale
11602 */
11391 11603
11392 switch (block.Type) 11604 // translate to internal changes
11393 { 11605 // not all cases .. just the ones older code did
11394 case 1:
11395 Vector3 pos1 = new Vector3(block.Data, 0);
11396 11606
11397 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11607 switch (block.Type)
11398 if (handlerUpdatePrimSinglePosition != null) 11608 {
11399 { 11609 case 1: //change position sp
11400 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11610 udata.position = new Vector3(block.Data, 0);
11401 handlerUpdatePrimSinglePosition(localId, pos1, this);
11402 }
11403 break;
11404 11611
11405 case 2: 11612 udata.change = ObjectChangeType.primP;
11406 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11613 updatehandler(localId, udata, this);
11614 break;
11407 11615
11408 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11616 case 2: // rotation sp
11409 if (handlerUpdatePrimSingleRotation != null) 11617 udata.rotation = new Quaternion(block.Data, 0, true);
11410 {
11411 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11412 handlerUpdatePrimSingleRotation(localId, rot1, this);
11413 }
11414 break;
11415 11618
11416 case 3: 11619 udata.change = ObjectChangeType.primR;
11417 Vector3 rotPos = new Vector3(block.Data, 0); 11620 updatehandler(localId, udata, this);
11418 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11621 break;
11419 11622
11420 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11623 case 3: // position plus rotation
11421 if (handlerUpdatePrimSingleRotationPosition != null) 11624 udata.position = new Vector3(block.Data, 0);
11422 { 11625 udata.rotation = new Quaternion(block.Data, 12, true);
11423 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11424 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11425 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11426 }
11427 break;
11428 11626
11429 case 4: 11627 udata.change = ObjectChangeType.primPR;
11430 case 20: 11628 updatehandler(localId, udata, this);
11431 Vector3 scale4 = new Vector3(block.Data, 0); 11629 break;
11432 11630
11433 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11631 case 4: // scale sp
11434 if (handlerUpdatePrimScale != null) 11632 udata.scale = new Vector3(block.Data, 0);
11435 { 11633 udata.change = ObjectChangeType.primS;
11436 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11437 handlerUpdatePrimScale(localId, scale4, this);
11438 }
11439 break;
11440 11634
11441 case 5: 11635 updatehandler(localId, udata, this);
11442 Vector3 scale1 = new Vector3(block.Data, 12); 11636 break;
11443 Vector3 pos11 = new Vector3(block.Data, 0);
11444 11637
11445 handlerUpdatePrimScale = OnUpdatePrimScale; 11638 case 0x14: // uniform scale sp
11446 if (handlerUpdatePrimScale != null) 11639 udata.scale = new Vector3(block.Data, 0);
11447 {
11448 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11449 handlerUpdatePrimScale(localId, scale1, this);
11450 11640
11451 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11641 udata.change = ObjectChangeType.primUS;
11452 if (handlerUpdatePrimSinglePosition != null) 11642 updatehandler(localId, udata, this);
11453 { 11643 break;
11454 handlerUpdatePrimSinglePosition(localId, pos11, this);
11455 }
11456 }
11457 break;
11458 11644
11459 case 9: 11645 case 5: // scale and position sp
11460 Vector3 pos2 = new Vector3(block.Data, 0); 11646 udata.position = new Vector3(block.Data, 0);
11647 udata.scale = new Vector3(block.Data, 12);
11461 11648
11462 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11649 udata.change = ObjectChangeType.primPS;
11650 updatehandler(localId, udata, this);
11651 break;
11463 11652
11464 if (handlerUpdateVector != null) 11653 case 0x15: //uniform scale and position
11465 { 11654 udata.position = new Vector3(block.Data, 0);
11466 handlerUpdateVector(localId, pos2, this); 11655 udata.scale = new Vector3(block.Data, 12);
11467 }
11468 break;
11469 11656
11470 case 10: 11657 udata.change = ObjectChangeType.primPUS;
11471 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11658 updatehandler(localId, udata, this);
11659 break;
11472 11660
11473 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11661 // now group related (bit 4)
11474 if (handlerUpdatePrimRotation != null) 11662 case 9: //( 8 + 1 )group position
11475 { 11663 udata.position = new Vector3(block.Data, 0);
11476 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11477 handlerUpdatePrimRotation(localId, rot3, this);
11478 }
11479 break;
11480 11664
11481 case 11: 11665 udata.change = ObjectChangeType.groupP;
11482 Vector3 pos3 = new Vector3(block.Data, 0); 11666 updatehandler(localId, udata, this);
11483 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11667 break;
11484 11668
11485 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11669 case 0x0A: // (8 + 2) group rotation
11486 if (handlerUpdatePrimGroupRotation != null) 11670 udata.rotation = new Quaternion(block.Data, 0, true);
11487 {
11488 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11489 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11490 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11491 }
11492 break;
11493 case 12:
11494 case 28:
11495 Vector3 scale7 = new Vector3(block.Data, 0);
11496 11671
11497 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11672 udata.change = ObjectChangeType.groupR;
11498 if (handlerUpdatePrimGroupScale != null) 11673 updatehandler(localId, udata, this);
11499 { 11674 break;
11500 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11501 handlerUpdatePrimGroupScale(localId, scale7, this);
11502 }
11503 break;
11504 11675
11505 case 13: 11676 case 0x0B: //( 8 + 2 + 1) group rotation and position
11506 Vector3 scale2 = new Vector3(block.Data, 12); 11677 udata.position = new Vector3(block.Data, 0);
11507 Vector3 pos4 = new Vector3(block.Data, 0); 11678 udata.rotation = new Quaternion(block.Data, 12, true);
11508 11679
11509 handlerUpdatePrimScale = OnUpdatePrimScale; 11680 udata.change = ObjectChangeType.groupPR;
11510 if (handlerUpdatePrimScale != null) 11681 updatehandler(localId, udata, this);
11511 { 11682 break;
11512 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11513 handlerUpdatePrimScale(localId, scale2, this);
11514 11683
11515 // Change the position based on scale (for bug number 246) 11684 case 0x0C: // (8 + 4) group scale
11516 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11685 // only afects root prim and only sent by viewer editor object tab scaling
11517 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11686 // mouse edition only allows uniform scaling
11518 if (handlerUpdatePrimSinglePosition != null) 11687 // SL MAY CHANGE THIS in viewers
11519 {
11520 handlerUpdatePrimSinglePosition(localId, pos4, this);
11521 }
11522 }
11523 break;
11524 11688
11525 case 29: 11689 udata.scale = new Vector3(block.Data, 0);
11526 Vector3 scale5 = new Vector3(block.Data, 12);
11527 Vector3 pos5 = new Vector3(block.Data, 0);
11528 11690
11529 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11691 udata.change = ObjectChangeType.groupS;
11530 if (handlerUpdatePrimGroupScale != null) 11692 updatehandler(localId, udata, this);
11531 {
11532 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11533 part.StoreUndoState(true);
11534 part.IgnoreUndoUpdate = true;
11535 handlerUpdatePrimGroupScale(localId, scale5, this);
11536 handlerUpdateVector = OnUpdatePrimGroupPosition;
11537 11693
11538 if (handlerUpdateVector != null) 11694 break;
11539 {
11540 handlerUpdateVector(localId, pos5, this);
11541 }
11542 11695
11543 part.IgnoreUndoUpdate = false; 11696 case 0x0D: //(8 + 4 + 1) group scale and position
11544 } 11697 // exception as above
11545 11698
11546 break; 11699 udata.position = new Vector3(block.Data, 0);
11700 udata.scale = new Vector3(block.Data, 12);
11547 11701
11548 case 21: 11702 udata.change = ObjectChangeType.groupPS;
11549 Vector3 scale6 = new Vector3(block.Data, 12); 11703 updatehandler(localId, udata, this);
11550 Vector3 pos6 = new Vector3(block.Data, 0); 11704 break;
11551 11705
11552 handlerUpdatePrimScale = OnUpdatePrimScale; 11706 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11553 if (handlerUpdatePrimScale != null) 11707 udata.scale = new Vector3(block.Data, 0);
11554 {
11555 part.StoreUndoState(false);
11556 part.IgnoreUndoUpdate = true;
11557 11708
11558 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11709 udata.change = ObjectChangeType.groupUS;
11559 handlerUpdatePrimScale(localId, scale6, this); 11710 updatehandler(localId, udata, this);
11560 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11711 break;
11561 if (handlerUpdatePrimSinglePosition != null)
11562 {
11563 handlerUpdatePrimSinglePosition(localId, pos6, this);
11564 }
11565 11712
11566 part.IgnoreUndoUpdate = false; 11713 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11567 } 11714 udata.position = new Vector3(block.Data, 0);
11568 break; 11715 udata.scale = new Vector3(block.Data, 12);
11569 11716
11570 default: 11717 udata.change = ObjectChangeType.groupPUS;
11571 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11718 updatehandler(localId, udata, this);
11572 break; 11719 break;
11720
11721 default:
11722 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11723 break;
11724 }
11573 } 11725 }
11574 11726
11575// for (int j = 0; j < parts.Length; j++)
11576// parts[j].IgnoreUndoUpdate = false;
11577 } 11727 }
11578 } 11728 }
11579 } 11729 }
11580
11581 return true; 11730 return true;
11582 } 11731 }
11583 11732
@@ -12027,7 +12176,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12027// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12176// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
12028// requestID, taskID, (SourceType)sourceType, Name); 12177// requestID, taskID, (SourceType)sourceType, Name);
12029 12178
12179
12180 //Note, the bool returned from the below function is useless since it is always false.
12030 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12181 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12182
12031 } 12183 }
12032 12184
12033 /// <summary> 12185 /// <summary>
@@ -12093,7 +12245,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12093 /// <returns></returns> 12245 /// <returns></returns>
12094 private static int CalculateNumPackets(byte[] data) 12246 private static int CalculateNumPackets(byte[] data)
12095 { 12247 {
12096 const uint m_maxPacketSize = 600; 12248// const uint m_maxPacketSize = 600;
12249 uint m_maxPacketSize = MaxTransferBytesPerPacket;
12097 int numPackets = 1; 12250 int numPackets = 1;
12098 12251
12099 if (data == null) 12252 if (data == null)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 097f109..79e35f4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -155,6 +155,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
155 /// <summary>Flag to signal when clients should send pings</summary> 155 /// <summary>Flag to signal when clients should send pings</summary>
156 protected bool m_sendPing; 156 protected bool m_sendPing;
157 157
158 private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
159
158 private int m_defaultRTO = 0; 160 private int m_defaultRTO = 0;
159 private int m_maxRTO = 0; 161 private int m_maxRTO = 0;
160 private int m_ackTimeout = 0; 162 private int m_ackTimeout = 0;
@@ -765,19 +767,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
765 767
766 #region Packet to Client Mapping 768 #region Packet to Client Mapping
767 769
768 // UseCircuitCode handling 770 // If there is already a client for this endpoint, don't process UseCircuitCode
769 if (packet.Type == PacketType.UseCircuitCode) 771 IClientAPI client = null;
772 if (!m_scene.TryGetClient(address, out client))
770 { 773 {
771 object[] array = new object[] { buffer, packet }; 774 // UseCircuitCode handling
775 if (packet.Type == PacketType.UseCircuitCode)
776 {
777 // And if there is a UseCircuitCode pending, also drop it
778 lock (m_pendingCache)
779 {
780 if (m_pendingCache.Contains(address))
781 return;
772 782
773 Util.FireAndForget(HandleUseCircuitCode, array); 783 m_pendingCache.AddOrUpdate(address, new Queue<UDPPacketBuffer>(), 60);
784 }
774 785
775 return; 786 object[] array = new object[] { buffer, packet };
787
788 Util.FireAndForget(HandleUseCircuitCode, array);
789
790 return;
791 }
792 }
793
794 // If this is a pending connection, enqueue, don't process yet
795 lock (m_pendingCache)
796 {
797 Queue<UDPPacketBuffer> queue;
798 if (m_pendingCache.TryGetValue(address, out queue))
799 {
800 //m_log.DebugFormat("[LLUDPSERVER]: Enqueued a {0} packet into the pending queue", packet.Type);
801 queue.Enqueue(buffer);
802 return;
803 }
776 } 804 }
777 805
778 // Determine which agent this packet came from 806 // Determine which agent this packet came from
779 IClientAPI client; 807 if (client == null || !(client is LLClientView))
780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
781 { 808 {
782 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); 809 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
783 return; 810 return;
@@ -786,7 +813,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
786 udpClient = ((LLClientView)client).UDPClient; 813 udpClient = ((LLClientView)client).UDPClient;
787 814
788 if (!udpClient.IsConnected) 815 if (!udpClient.IsConnected)
816 {
817// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
789 return; 818 return;
819 }
790 820
791 #endregion Packet to Client Mapping 821 #endregion Packet to Client Mapping
792 822
@@ -1011,6 +1041,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1011 // We only want to send initial data to new clients, not ones which are being converted from child to root. 1041 // We only want to send initial data to new clients, not ones which are being converted from child to root.
1012 if (client != null) 1042 if (client != null)
1013 client.SceneAgent.SendInitialDataToMe(); 1043 client.SceneAgent.SendInitialDataToMe();
1044
1045 // Now we know we can handle more data
1046 Thread.Sleep(200);
1047
1048 // Obtain the queue and remove it from the cache
1049 Queue<UDPPacketBuffer> queue = null;
1050
1051 lock (m_pendingCache)
1052 {
1053 if (!m_pendingCache.TryGetValue(remoteEndPoint, out queue))
1054 {
1055 m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
1056 return;
1057 }
1058 m_pendingCache.Remove(remoteEndPoint);
1059 }
1060
1061 m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
1062
1063 // Reinject queued packets
1064 while(queue.Count > 0)
1065 {
1066 UDPPacketBuffer buf = queue.Dequeue();
1067 PacketReceived(buf);
1068 }
1069 queue = null;
1014 } 1070 }
1015 else 1071 else
1016 { 1072 {
@@ -1018,6 +1074,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1018 m_log.WarnFormat( 1074 m_log.WarnFormat(
1019 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}", 1075 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
1020 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint); 1076 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint);
1077 lock (m_pendingCache)
1078 m_pendingCache.Remove(remoteEndPoint);
1021 } 1079 }
1022 1080
1023 // m_log.DebugFormat( 1081 // m_log.DebugFormat(
@@ -1138,7 +1196,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1138 if (!client.SceneAgent.IsChildAgent) 1196 if (!client.SceneAgent.IsChildAgent)
1139 client.Kick("Simulator logged you out due to connection timeout"); 1197 client.Kick("Simulator logged you out due to connection timeout");
1140 1198
1141 client.Close(); 1199 Util.FireAndForget(o => client.Close());
1142 } 1200 }
1143 1201
1144 private void IncomingPacketHandler() 1202 private void IncomingPacketHandler()
@@ -1149,6 +1207,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1149 1207
1150 while (base.IsRunning) 1208 while (base.IsRunning)
1151 { 1209 {
1210 m_scene.ThreadAlive(1);
1152 try 1211 try
1153 { 1212 {
1154 IncomingPacket incomingPacket = null; 1213 IncomingPacket incomingPacket = null;
@@ -1191,6 +1250,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1191 1250
1192 while (base.IsRunning) 1251 while (base.IsRunning)
1193 { 1252 {
1253 m_scene.ThreadAlive(2);
1194 try 1254 try
1195 { 1255 {
1196 m_packetSent = false; 1256 m_packetSent = false;
@@ -1460,4 +1520,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1460 } 1520 }
1461 } 1521 }
1462 } 1522 }
1463} \ No newline at end of file 1523}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index fab489d..7d7176f 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,57 +257,70 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached just update access time. 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 lock (m_CurrentlyWriting)
268 {
269 if (!m_CurrentlyWriting.Contains(filename))
270 File.SetLastAccessTime(filename, DateTime.Now);
271 }
272 }
273 else
274 { 266 {
275 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
276 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
277 // same file multiple times.
278 lock (m_CurrentlyWriting)
279 { 269 {
280#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
281 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
282 { 274 {
283 return; 275 lock (m_CurrentlyWriting)
276 {
277 if (!m_CurrentlyWriting.Contains(filename))
278 File.SetLastAccessTime(filename, DateTime.Now);
279 }
284 } 280 }
285 else 281 catch
286 {
287 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
288 }
289
290#else
291 if (m_CurrentlyWriting.Contains(filename))
292 { 282 {
293 return;
294 } 283 }
295 else 284 } else {
285
286 // Once we start writing, make sure we flag that we're writing
287 // that object to the cache so that we don't try to write the
288 // same file multiple times.
289 lock (m_CurrentlyWriting)
296 { 290 {
297 m_CurrentlyWriting.Add(filename); 291#if WAIT_ON_INPROGRESS_REQUESTS
298 } 292 if (m_CurrentlyWriting.ContainsKey(filename))
293 {
294 return;
295 }
296 else
297 {
298 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
299 }
300
301#else
302 if (m_CurrentlyWriting.Contains(filename))
303 {
304 return;
305 }
306 else
307 {
308 m_CurrentlyWriting.Add(filename);
309 }
299#endif 310#endif
300 }
301 311
302 Util.FireAndForget( 312 }
303 delegate { WriteFileCache(filename, asset); }); 313
314 Util.FireAndForget(
315 delegate { WriteFileCache(filename, asset); });
316 }
317 }
318 catch (Exception e)
319 {
320 m_log.ErrorFormat(
321 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
322 asset.ID, e.Message, e.StackTrace);
304 } 323 }
305 }
306 catch (Exception e)
307 {
308 m_log.ErrorFormat(
309 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
310 asset.ID, e.Message, e.StackTrace);
311 } 324 }
312 } 325 }
313 326
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index d34a8f6..c679a7b 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -167,6 +169,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
167 169
168// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 170// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
169 171
172 XmlDocument doc = new XmlDocument();
173 string stateData = String.Empty;
174
175 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
176 if (attServ != null)
177 {
178 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
179 stateData = attServ.Get(sp.UUID.ToString());
180 if (stateData != String.Empty)
181 {
182 try
183 {
184 doc.LoadXml(stateData);
185 }
186 catch { }
187 }
188 }
189
190 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
191
192 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
193 if (nodes.Count > 0)
194 {
195 foreach (XmlNode n in nodes)
196 {
197 XmlElement elem = (XmlElement)n;
198 string itemID = elem.GetAttribute("ItemID");
199 string xml = elem.InnerXml;
200
201 itemData[new UUID(itemID)] = xml;
202 }
203 }
204
205
170 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 206 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
171 foreach (AvatarAttachment attach in attachments) 207 foreach (AvatarAttachment attach in attachments)
172 { 208 {
@@ -186,12 +222,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
186 222
187 try 223 try
188 { 224 {
225 string xmlData;
226 XmlDocument d = null;
227 UUID asset;
228 if (itemData.TryGetValue(attach.ItemID, out xmlData))
229 {
230 d = new XmlDocument();
231 d.LoadXml(xmlData);
232 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
233 }
234
189 // If we're an NPC then skip all the item checks and manipulations since we don't have an 235 // If we're an NPC then skip all the item checks and manipulations since we don't have an
190 // inventory right now. 236 // inventory right now.
191 if (sp.PresenceType == PresenceType.Npc) 237 if (sp.PresenceType == PresenceType.Npc)
192 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 238 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
193 else 239 else
194 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 240 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
195 } 241 }
196 catch (Exception e) 242 catch (Exception e)
197 { 243 {
@@ -248,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
248 sp.ClearAttachments(); 294 sp.ClearAttachments();
249 } 295 }
250 296
251 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) 297 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
252 { 298 {
253 lock (sp.AttachmentsSyncLock) 299 lock (sp.AttachmentsSyncLock)
254 { 300 {
@@ -303,6 +349,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
303 attachPos = Vector3.Zero; 349 attachPos = Vector3.Zero;
304 } 350 }
305 351
352 if (useAttachData)
353 {
354 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
355 attachPos = group.RootPart.AttachOffset;
356 if (attachmentPt == 0)
357 {
358 attachmentPt = group.RootPart.AttachPoint;
359 if (attachmentPt == 0)
360 {
361 attachmentPt = (uint)AttachmentPoint.LeftHand;
362 attachPos = Vector3.Zero;
363 }
364 }
365 else if (group.RootPart.AttachPoint != attachmentPt)
366 {
367 attachPos = Vector3.Zero;
368 }
369 }
306 group.AttachmentPoint = attachmentPt; 370 group.AttachmentPoint = attachmentPt;
307 group.AbsolutePosition = attachPos; 371 group.AbsolutePosition = attachPos;
308 372
@@ -339,7 +403,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
339 ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); 403 ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
340 } 404 }
341 405
342 public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 406 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
407 {
408 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
409 }
410
411 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
343 { 412 {
344 if (!Enabled) 413 if (!Enabled)
345 return null; 414 return null;
@@ -378,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
378 return null; 447 return null;
379 } 448 }
380 449
381 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 450 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
382 } 451 }
383 452
384 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) 453 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -437,7 +506,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
437 so.AttachedAvatar = UUID.Zero; 506 so.AttachedAvatar = UUID.Zero;
438 rootPart.SetParentLocalId(0); 507 rootPart.SetParentLocalId(0);
439 so.ClearPartAttachmentData(); 508 so.ClearPartAttachmentData();
440 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 509 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
441 so.HasGroupChanged = true; 510 so.HasGroupChanged = true;
442 rootPart.Rezzed = DateTime.Now; 511 rootPart.Rezzed = DateTime.Now;
443 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 512 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -704,8 +773,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
704 so.RemoveScriptInstances(true); 773 so.RemoveScriptInstances(true);
705 } 774 }
706 775
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 776 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 777 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
709 { 778 {
710 if (m_invAccessModule == null) 779 if (m_invAccessModule == null)
711 return null; 780 return null;
@@ -743,7 +812,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
743 // This will throw if the attachment fails 812 // This will throw if the attachment fails
744 try 813 try
745 { 814 {
746 AttachObject(sp, objatt, attachmentPt, false); 815 AttachObject(sp, objatt, attachmentPt, false, false);
747 } 816 }
748 catch (Exception e) 817 catch (Exception e)
749 { 818 {
@@ -756,10 +825,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
756 m_scene.DeleteSceneObject(objatt, false); 825 m_scene.DeleteSceneObject(objatt, false);
757 return null; 826 return null;
758 } 827 }
759 828
760 if (tainted) 829 if (tainted)
761 objatt.HasGroupChanged = true; 830 objatt.HasGroupChanged = true;
762 831
832 if (doc != null)
833 {
834 objatt.LoadScriptState(doc);
835 objatt.ResetOwnerChangeFlag();
836 }
837
763 // Fire after attach, so we don't get messy perms dialogs 838 // Fire after attach, so we don't get messy perms dialogs
764 // 4 == AttachedRez 839 // 4 == AttachedRez
765 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 840 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -777,7 +852,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
777 itemID, sp.Name, attachmentPt); 852 itemID, sp.Name, attachmentPt);
778 } 853 }
779 } 854 }
780 855
781 return null; 856 return null;
782 } 857 }
783 858
@@ -897,7 +972,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
897 AttachmentPt &= 0x7f; 972 AttachmentPt &= 0x7f;
898 973
899 // Calls attach with a Zero position 974 // Calls attach with a Zero position
900 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) 975 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
901 { 976 {
902// m_log.Debug( 977// m_log.Debug(
903// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId 978// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index b021a47..cd1e1c1 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -188,7 +188,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
188 188
189 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); 189 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
190 190
191 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false); 191 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
192 192
193 // Check status on scene presence 193 // Check status on scene presence
194 Assert.That(sp.HasAttachments(), Is.True); 194 Assert.That(sp.HasAttachments(), Is.True);
@@ -242,7 +242,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
242 sp2.AbsolutePosition = new Vector3(0, 0, 0); 242 sp2.AbsolutePosition = new Vector3(0, 0, 0);
243 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero); 243 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
244 244
245 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false); 245 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
246 246
247 Assert.That(sp.HasAttachments(), Is.False); 247 Assert.That(sp.HasAttachments(), Is.False);
248 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); 248 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
@@ -387,7 +387,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
387 scene.EventManager.OnChatFromWorld += OnChatFromWorld; 387 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
388 388
389 SceneObjectGroup soRezzed 389 SceneObjectGroup soRezzed
390 = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 390 = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
391 391
392 // Wait for chat to signal rezzed script has been started. 392 // Wait for chat to signal rezzed script has been started.
393 m_chatEvent.WaitOne(60000); 393 m_chatEvent.WaitOne(60000);
@@ -604,4 +604,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
604// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects"); 604// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
605// } 605// }
606 } 606 }
607} \ No newline at end of file 607}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 68a4cde..89cc4f6 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -566,12 +566,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
566 /// <param name="client"></param> 566 /// <param name="client"></param>
567 private void Client_OnRequestWearables(IClientAPI client) 567 private void Client_OnRequestWearables(IClientAPI client)
568 { 568 {
569 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 569 Util.FireAndForget(delegate(object x)
570 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 570 {
571 if (sp != null) 571 Thread.Sleep(4000);
572 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 572
573 else 573 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
574 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 574 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
575 if (sp != null)
576 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
577 else
578 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
579 });
575 } 580 }
576 581
577 /// <summary> 582 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..dbbb0ae 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,10 +195,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 UUID targetID = c.TargetUUID;
190 string message = c.Message; 200 string message = c.Message;
191 IScene scene = c.Scene; 201 IScene scene = c.Scene;
202 UUID destination = c.Destination;
192 Vector3 fromPos = c.Position; 203 Vector3 fromPos = c.Position;
193 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, 204 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
194 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 205 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
@@ -208,7 +219,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
226 destination = UUID.Zero; // Avatars cant "SayTo"
212 break; 227 break;
213 228
214 case ChatSourceType.Object: 229 case ChatSourceType.Object:
@@ -222,38 +237,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
222 message = message.Substring(0, 1000); 237 message = message.Substring(0, 1000);
223 238
224// m_log.DebugFormat( 239// m_log.DebugFormat(
225// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}, targetID {5}", 240// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
226// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType, targetID); 241// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
227 242
228 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 243 HashSet<UUID> receiverIDs = new HashSet<UUID>();
229 244
230 foreach (Scene s in m_scenes) 245 foreach (Scene s in m_scenes)
231 { 246 {
232 if (targetID == UUID.Zero) 247 // This should use ForEachClient, but clients don't have a position.
233 { 248 // If camera is moved into client, then camera position can be used
234 // This should use ForEachClient, but clients don't have a position. 249 // MT: No, it can't, as chat is heard from the avatar position, not
235 // If camera is moved into client, then camera position can be used 250 // the camera position.
236 s.ForEachRootScenePresence( 251 s.ForEachRootScenePresence(
237 delegate(ScenePresence presence) 252 delegate(ScenePresence presence)
253 {
254 if (destination != UUID.Zero && presence.UUID != destination)
255 return;
256 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
257 if (Presencecheck != null)
238 { 258 {
239 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType, false)) 259 // This will pass all chat from objects. Not
240 receiverIDs.Add(presence.UUID); 260 // perfect, but it will do. For now. Better
261 // than the prior behavior of muting all
262 // objects on a parcel with access restrictions
263 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
264 {
265 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
266 receiverIDs.Add(presence.UUID);
267 }
241 } 268 }
242 );
243 }
244 else
245 {
246 // This is a send to a specific client eg from llRegionSayTo
247 // no need to check distance etc, jand send is as say
248 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent)
250 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true))
252 receiverIDs.Add(presence.UUID);
253 } 269 }
254 } 270 );
255 } 271 }
256 272
257 (scene as Scene).EventManager.TriggerOnChatToClients( 273 (scene as Scene).EventManager.TriggerOnChatToClients(
258 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully); 274 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
259 } 275 }
@@ -293,26 +309,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 309 }
294 310
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 311 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 312 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 313
299 ((Scene)c.Scene).ForEachRootClient( 314 if (c.Scene != null)
300 delegate(IClientAPI client) 315 {
301 { 316 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 317 (
303 // non-owner agents 318 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 319 {
305 (null != c.SenderObject) && 320 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 321 // non-owner agents
307 return; 322 if ((c.Type == ChatTypeEnum.Owner) &&
308 323 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 324 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 325 return;
311 receiverIDs.Add(client.AgentId); 326
312 }); 327 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 328 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 329 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 330 }
331 );
332 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
333 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
334 }
316 } 335 }
317 336
318 /// <summary> 337 /// <summary>
@@ -330,9 +349,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
330 /// precondition</returns> 349 /// precondition</returns>
331 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos, 350 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
332 UUID fromAgentID, string fromName, ChatTypeEnum type, 351 UUID fromAgentID, string fromName, ChatTypeEnum type,
333 string message, ChatSourceType src, bool ignoreDistance) 352 string message, ChatSourceType src)
334 { 353 {
335 // don't send stuff to child agents 354 // don't send chat to child agents
336 if (presence.IsChildAgent) return false; 355 if (presence.IsChildAgent) return false;
337 356
338 Vector3 fromRegionPos = fromPos + regionPos; 357 Vector3 fromRegionPos = fromPos + regionPos;
@@ -341,15 +360,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
341 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 360 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
342 361
343 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); 362 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
344 363
345 if (!ignoreDistance) 364 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
365 type == ChatTypeEnum.Say && dis > m_saydistance ||
366 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
346 { 367 {
347 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || 368 return false;
348 type == ChatTypeEnum.Say && dis > m_saydistance ||
349 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
350 {
351 return false;
352 }
353 } 369 }
354 370
355 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView 371 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView
@@ -358,5 +374,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 374
359 return true; 375 return true;
360 } 376 }
377
378 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
379 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
380 {
381 System.Threading.Timer Timer;
382 if (flags == 0)
383 {
384 FreezeCache.Add(target.ToString());
385 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
386 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
387 Timers.Add(target, Timer);
388 }
389 else
390 {
391 FreezeCache.Remove(target.ToString());
392 Timers.TryGetValue(target, out Timer);
393 Timers.Remove(target);
394 Timer.Dispose();
395 }
396 }
397
398 private void OnEndParcelFrozen(object avatar)
399 {
400 UUID target = (UUID)avatar;
401 FreezeCache.Remove(target.ToString());
402 System.Threading.Timer Timer;
403 Timers.TryGetValue(target, out Timer);
404 Timers.Remove(target);
405 Timer.Dispose();
406 }
361 } 407 }
362} 408}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 596174b..1406aae 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -247,6 +251,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
247 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 251 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
248 && requestData.ContainsKey("binary_bucket")) 252 && requestData.ContainsKey("binary_bucket"))
249 { 253 {
254 if (m_MessageKey != String.Empty)
255 {
256 XmlRpcResponse error_resp = new XmlRpcResponse();
257 Hashtable error_respdata = new Hashtable();
258 error_respdata["success"] = "FALSE";
259 error_resp.Value = error_respdata;
260
261 if (!requestData.Contains("message_key"))
262 return error_resp;
263 if (m_MessageKey != (string)requestData["message_key"])
264 return error_resp;
265 }
266
250 // Do the easy way of validating the UUIDs 267 // Do the easy way of validating the UUIDs
251 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 268 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
252 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 269 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -423,24 +440,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
423 return resp; 440 return resp;
424 } 441 }
425 442
426 /// <summary> 443 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
427 /// delegate for sending a grid instant message asynchronously
428 /// </summary>
429 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
430 444
431 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 445 private class GIM {
432 { 446 public GridInstantMessage im;
433 GridInstantMessageDelegate icon = 447 public MessageResultNotification result;
434 (GridInstantMessageDelegate)iar.AsyncState; 448 };
435 icon.EndInvoke(iar);
436 }
437 449
450 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
451 private int numInstantMessageThreads = 0;
438 452
439 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 453 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
440 { 454 {
441 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 455 lock (pendingInstantMessages) {
456 if (numInstantMessageThreads >= 4) {
457 GIM gim = new GIM();
458 gim.im = im;
459 gim.result = result;
460 pendingInstantMessages.Enqueue(gim);
461 } else {
462 ++ numInstantMessageThreads;
463 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
464 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
465 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
466 }
467 }
468 }
442 469
443 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 470 private void GridInstantMessageCompleted(IAsyncResult iar)
471 {
472 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
473 d.EndInvoke(iar);
444 } 474 }
445 475
446 /// <summary> 476 /// <summary>
@@ -455,8 +485,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
455 /// Pass in 0 the first time this method is called. It will be called recursively with the last 485 /// Pass in 0 the first time this method is called. It will be called recursively with the last
456 /// regionhandle tried 486 /// regionhandle tried
457 /// </param> 487 /// </param>
458 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 488 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
459 { 489 {
490 GIM gim;
491 do {
492 try {
493 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
494 } catch (Exception e) {
495 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
496 }
497 lock (pendingInstantMessages) {
498 if (pendingInstantMessages.Count > 0) {
499 gim = pendingInstantMessages.Dequeue();
500 im = gim.im;
501 result = gim.result;
502 } else {
503 gim = null;
504 -- numInstantMessageThreads;
505 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
506 }
507 }
508 } while (gim != null);
509 }
510 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
511 {
512
460 UUID toAgentID = new UUID(im.toAgentID); 513 UUID toAgentID = new UUID(im.toAgentID);
461 514
462 PresenceInfo upd = null; 515 PresenceInfo upd = null;
@@ -523,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
523 576
524 if (upd != null) 577 if (upd != null)
525 { 578 {
526 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 579 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
527 upd.RegionID); 580 upd.RegionID);
528 if (reginfo != null) 581 if (reginfo != null)
529 { 582 {
@@ -672,6 +725,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
672 gim["position_z"] = msg.Position.Z.ToString(); 725 gim["position_z"] = msg.Position.Z.ToString();
673 gim["region_id"] = msg.RegionID.ToString(); 726 gim["region_id"] = msg.RegionID.ToString();
674 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 727 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
728 if (m_MessageKey != String.Empty)
729 gim["message_key"] = m_MessageKey;
675 return gim; 730 return gim;
676 } 731 }
677 732
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index f3af59a..81de29c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,27 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if ( 316 else if (
@@ -335,6 +351,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
335 { 351 {
336 folder.ParentID = trashFolder.ID; 352 folder.ParentID = trashFolder.ID;
337 invService.MoveFolder(folder); 353 invService.MoveFolder(folder);
354 client.SendBulkUpdateInventory(folder);
338 } 355 }
339 } 356 }
340 357
@@ -435,22 +452,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
435 /// 452 ///
436 /// </summary> 453 /// </summary>
437 /// <param name="msg"></param> 454 /// <param name="msg"></param>
438 private void OnGridInstantMessage(GridInstantMessage msg) 455 private void OnGridInstantMessage(GridInstantMessage im)
439 { 456 {
440 // Check if this is ours to handle 457 // Check if this is ours to handle
441 // 458 //
442 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 459 Scene scene = FindClientScene(new UUID(im.toAgentID));
443 460
444 if (scene == null) 461 if (scene == null)
445 return; 462 return;
446 463
447 // Find agent to deliver to 464 // Find agent to deliver to
448 // 465 //
449 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 466 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
467 if (user == null)
468 return;
469
470 // This requires a little bit of processing because we have to make the
471 // new item visible in the recipient's inventory here
472 //
473 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
474 {
475 if (im.binaryBucket.Length < 17) // Invalid
476 return;
477
478 UUID recipientID = new UUID(im.toAgentID);
479
480 // First byte is the asset type
481 AssetType assetType = (AssetType)im.binaryBucket[0];
482
483 if (AssetType.Folder == assetType)
484 {
485 UUID folderID = new UUID(im.binaryBucket, 1);
450 486
451 // Just forward to local handling 487 InventoryFolderBase given =
452 OnInstantMessage(user.ControllingClient, msg); 488 new InventoryFolderBase(folderID, recipientID);
489 InventoryFolderBase folder =
490 scene.InventoryService.GetFolder(given);
453 491
492 if (folder != null)
493 user.ControllingClient.SendBulkUpdateInventory(folder);
494 }
495 else
496 {
497 UUID itemID = new UUID(im.binaryBucket, 1);
498
499 InventoryItemBase given =
500 new InventoryItemBase(itemID, recipientID);
501 InventoryItemBase item =
502 scene.InventoryService.GetItem(given);
503
504 if (item != null)
505 {
506 user.ControllingClient.SendBulkUpdateInventory(item);
507 }
508 }
509 user.ControllingClient.SendInstantMessage(im);
510 }
511 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
512 {
513 if (im.binaryBucket.Length < 1) // Invalid
514 return;
515
516 UUID recipientID = new UUID(im.toAgentID);
517
518 // Bucket is the asset type
519 AssetType assetType = (AssetType)im.binaryBucket[0];
520
521 if (AssetType.Folder == assetType)
522 {
523 UUID folderID = new UUID(im.imSessionID);
524
525 InventoryFolderBase given =
526 new InventoryFolderBase(folderID, recipientID);
527 InventoryFolderBase folder =
528 scene.InventoryService.GetFolder(given);
529
530 if (folder != null)
531 user.ControllingClient.SendBulkUpdateInventory(folder);
532 }
533 else
534 {
535 UUID itemID = new UUID(im.imSessionID);
536
537 InventoryItemBase given =
538 new InventoryItemBase(itemID, recipientID);
539 InventoryItemBase item =
540 scene.InventoryService.GetItem(given);
541
542 if (item != null)
543 {
544 user.ControllingClient.SendBulkUpdateInventory(item);
545 }
546 }
547
548 // Fix up binary bucket since this may be 17 chars long here
549 Byte[] bucket = new Byte[1];
550 bucket[0] = im.binaryBucket[0];
551 im.binaryBucket = bucket;
552
553 user.ControllingClient.SendInstantMessage(im);
554 }
555 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
556 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
558 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
559 {
560 user.ControllingClient.SendInstantMessage(im);
561 }
454 } 562 }
455 } 563 }
456} 564}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 46738f6..560f807 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
146 146
147 protected virtual void OnNewClient(IClientAPI client) 147 protected virtual void OnNewClient(IClientAPI client)
148 { 148 {
149 client.OnTeleportHomeRequest += TeleportHome; 149 client.OnTeleportHomeRequest += TriggerTeleportHome;
150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
151 } 151 }
152 152
@@ -269,6 +269,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
269 sp.ControllingClient.SendTeleportStart(teleportFlags); 269 sp.ControllingClient.SendTeleportStart(teleportFlags);
270 270
271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
272 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
272 sp.Velocity = Vector3.Zero; 273 sp.Velocity = Vector3.Zero;
273 sp.Teleport(position); 274 sp.Teleport(position);
274 275
@@ -429,8 +430,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
429 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 430 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
430 // it's actually doing a lot of work. 431 // it's actually doing a lot of work.
431 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 432 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
432 433 if (endPoint == null || endPoint.Address == null)
433 if (endPoint.Address == null)
434 { 434 {
435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
@@ -781,7 +781,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
781 781
782 #region Teleport Home 782 #region Teleport Home
783 783
784 public virtual void TeleportHome(UUID id, IClientAPI client) 784 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
785 {
786 TeleportHome(id, client);
787 }
788
789 public virtual bool TeleportHome(UUID id, IClientAPI client)
785 { 790 {
786 m_log.DebugFormat( 791 m_log.DebugFormat(
787 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 792 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -791,12 +796,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
791 796
792 if (uinfo != null) 797 if (uinfo != null)
793 { 798 {
799 if (uinfo.HomeRegionID == UUID.Zero)
800 {
801 // can't find the Home region: Tell viewer and abort
802 client.SendTeleportFailed("You don't have a home position set.");
803 return false;
804 }
794 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 805 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
795 if (regionInfo == null) 806 if (regionInfo == null)
796 { 807 {
797 // can't find the Home region: Tell viewer and abort 808 // can't find the Home region: Tell viewer and abort
798 client.SendTeleportFailed("Your home region could not be found."); 809 client.SendTeleportFailed("Your home region could not be found.");
799 return; 810 return false;
800 } 811 }
801 812
802 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 813 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -809,10 +820,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
809 } 820 }
810 else 821 else
811 { 822 {
812 m_log.ErrorFormat( 823 // can't find the Home region: Tell viewer and abort
813 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 824 client.SendTeleportFailed("Your home region could not be found.");
814 client.Name, client.AgentId); 825 return false;
815 } 826 }
827 return true;
816 } 828 }
817 829
818 #endregion 830 #endregion
@@ -820,11 +832,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
820 832
821 #region Agent Crossings 833 #region Agent Crossings
822 834
823 public bool Cross(ScenePresence agent, bool isFlying) 835 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
824 { 836 {
825 Scene scene = agent.Scene; 837 version = String.Empty;
826 Vector3 pos = agent.AbsolutePosition; 838 newpos = new Vector3(pos.X, pos.Y, pos.Z);
827 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
828 uint neighbourx = scene.RegionInfo.RegionLocX; 839 uint neighbourx = scene.RegionInfo.RegionLocX;
829 uint neighboury = scene.RegionInfo.RegionLocY; 840 uint neighboury = scene.RegionInfo.RegionLocY;
830 const float boundaryDistance = 1.7f; 841 const float boundaryDistance = 1.7f;
@@ -845,52 +856,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
845 } 856 }
846 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 857 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
847 { 858 {
848 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 859 neighboury--;
849 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 860 newpos.Y = Constants.RegionSize - enterDistance;
850 {
851 neighboury--;
852 newpos.Y = Constants.RegionSize - enterDistance;
853 }
854 else
855 {
856 agent.IsInTransit = true;
857
858 neighboury = b.TriggerRegionY;
859 neighbourx = b.TriggerRegionX;
860
861 Vector3 newposition = pos;
862 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
863 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
864 agent.ControllingClient.SendAgentAlertMessage(
865 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
866 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
867 return true;
868 }
869 }
870
871 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
872 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
873 {
874 neighbourx--;
875 newpos.X = Constants.RegionSize - enterDistance;
876 }
877 else
878 {
879 agent.IsInTransit = true;
880
881 neighboury = ba.TriggerRegionY;
882 neighbourx = ba.TriggerRegionX;
883
884 Vector3 newposition = pos;
885 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
886 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
887 agent.ControllingClient.SendAgentAlertMessage(
888 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
889 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
890
891 return true;
892 } 861 }
893 862
863 neighbourx--;
864 newpos.X = Constants.RegionSize - enterDistance;
894 } 865 }
895 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 866 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
896 { 867 {
@@ -900,26 +871,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
900 871
901 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 872 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
902 { 873 {
903 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 874 neighboury--;
904 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 875 newpos.Y = Constants.RegionSize - enterDistance;
905 {
906 neighboury--;
907 newpos.Y = Constants.RegionSize - enterDistance;
908 }
909 else
910 {
911 agent.IsInTransit = true;
912
913 neighboury = ba.TriggerRegionY;
914 neighbourx = ba.TriggerRegionX;
915 Vector3 newposition = pos;
916 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
917 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
918 agent.ControllingClient.SendAgentAlertMessage(
919 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
920 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
921 return true;
922 }
923 } 876 }
924 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 877 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
925 { 878 {
@@ -931,25 +884,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
931 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 884 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
932 { 885 {
933 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 886 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
934 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 887 neighboury--;
935 { 888 newpos.Y = Constants.RegionSize - enterDistance;
936 neighboury--;
937 newpos.Y = Constants.RegionSize - enterDistance;
938 }
939 else
940 {
941 agent.IsInTransit = true;
942
943 neighboury = b.TriggerRegionY;
944 neighbourx = b.TriggerRegionX;
945 Vector3 newposition = pos;
946 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
947 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
948 agent.ControllingClient.SendAgentAlertMessage(
949 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
950 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
951 return true;
952 }
953 } 889 }
954 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 890 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
955 { 891 {
@@ -983,19 +919,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
983 } 919 }
984 */ 920 */
985 921
986 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 922 xDest = neighbourx;
923 yDest = neighboury;
987 924
988 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 925 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
989 926
927 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
928
990 ExpiringCache<ulong, DateTime> r; 929 ExpiringCache<ulong, DateTime> r;
991 DateTime banUntil; 930 DateTime banUntil;
992 931
993 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 932 if (m_bannedRegions.TryGetValue(agentID, out r))
994 { 933 {
995 if (r.TryGetValue(neighbourHandle, out banUntil)) 934 if (r.TryGetValue(neighbourHandle, out banUntil))
996 { 935 {
997 if (DateTime.Now < banUntil) 936 if (DateTime.Now < banUntil)
998 return false; 937 return null;
999 r.Remove(neighbourHandle); 938 r.Remove(neighbourHandle);
1000 } 939 }
1001 } 940 }
@@ -1007,28 +946,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1007 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 946 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1008 947
1009 string reason; 948 string reason;
1010 string version; 949 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1011 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1012 { 950 {
1013 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1014 if (r == null) 951 if (r == null)
1015 { 952 {
1016 r = new ExpiringCache<ulong, DateTime>(); 953 r = new ExpiringCache<ulong, DateTime>();
1017 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 954 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1018 955
1019 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 956 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1020 } 957 }
1021 else 958 else
1022 { 959 {
1023 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 960 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1024 } 961 }
962 return null;
963 }
964
965 return neighbourRegion;
966 }
967
968 public bool Cross(ScenePresence agent, bool isFlying)
969 {
970 uint x;
971 uint y;
972 Vector3 newpos;
973 string version;
974
975 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
976 if (neighbourRegion == null)
977 {
978 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1025 return false; 979 return false;
1026 } 980 }
1027 981
1028 agent.IsInTransit = true; 982 agent.IsInTransit = true;
1029 983
1030 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 984 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1031 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 985 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1032 986
1033 return true; 987 return true;
1034 } 988 }
@@ -1085,13 +1039,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1085 icon.EndInvoke(iar); 1039 icon.EndInvoke(iar);
1086 } 1040 }
1087 1041
1088 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1089
1090 /// <summary> 1042 /// <summary>
1091 /// This Closes child agents on neighbouring regions 1043 /// This Closes child agents on neighbouring regions
1092 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1044 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1093 /// </summary> 1045 /// </summary>
1094 protected ScenePresence CrossAgentToNewRegionAsync( 1046 public ScenePresence CrossAgentToNewRegionAsync(
1095 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1047 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1096 bool isFlying, string version) 1048 bool isFlying, string version)
1097 { 1049 {
@@ -1298,10 +1250,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1298 agent.Id0 = currentAgentCircuit.Id0; 1250 agent.Id0 = currentAgentCircuit.Id0;
1299 } 1251 }
1300 1252
1301 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1253 IPEndPoint external = region.ExternalEndPoint;
1302 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1254 if (external != null)
1255 {
1256 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1257 d.BeginInvoke(sp, agent, region, external, true,
1303 InformClientOfNeighbourCompleted, 1258 InformClientOfNeighbourCompleted,
1304 d); 1259 d);
1260 }
1305 } 1261 }
1306 #endregion 1262 #endregion
1307 1263
@@ -1882,27 +1838,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1882 Utils.LongToUInts(newRegionHandle, out x, out y); 1838 Utils.LongToUInts(newRegionHandle, out x, out y);
1883 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1839 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1884 1840
1885 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1841 if (destination != null)
1886 { 1842 {
1887 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1843 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1844 return; // we did it
1845 }
1888 1846
1889 // We are going to move the object back to the old position so long as the old position 1847 // no one or failed lets go back and tell physics to go on
1890 // is in the region 1848 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1891 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1849 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1892 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1850 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1893 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1894 1851
1895 grp.RootPart.GroupPosition = oldGroupPosition; 1852 grp.AbsolutePosition = oldGroupPosition;
1853 grp.Velocity = Vector3.Zero;
1896 1854
1897 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1855 if (grp.RootPart.PhysActor != null)
1898 // move out of the region creating an infinite loop of failed attempts to cross 1856 grp.RootPart.PhysActor.CrossingFailure();
1899 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1900 1857
1901 grp.ScheduleGroupForFullUpdate(); 1858 grp.ScheduleGroupForFullUpdate();
1902 }
1903 } 1859 }
1904 1860
1905 1861
1862
1906 /// <summary> 1863 /// <summary>
1907 /// Move the given scene object into a new region 1864 /// Move the given scene object into a new region
1908 /// </summary> 1865 /// </summary>
@@ -1959,7 +1916,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1959 { 1916 {
1960 PhysicsActor pa = grp.RootPart.PhysActor; 1917 PhysicsActor pa = grp.RootPart.PhysActor;
1961 if (pa != null) 1918 if (pa != null)
1919 {
1962 pa.CrossingFailure(); 1920 pa.CrossingFailure();
1921 if (grp.RootPart.KeyframeMotion != null)
1922 {
1923 grp.RootPart.Velocity = Vector3.Zero;
1924 grp.RootPart.KeyframeMotion.CrossingFailure();
1925 grp.SendGroupRootTerseUpdate();
1926 }
1927 }
1963 } 1928 }
1964 1929
1965 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1930 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
@@ -2048,4 +2013,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2048 #endregion 2013 #endregion
2049 2014
2050 } 2015 }
2051} \ No newline at end of file 2016}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 08863c2..3010b59 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -195,7 +195,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
196 } 196 }
197 197
198 public override void TeleportHome(UUID id, IClientAPI client) 198 public void TriggerTeleportHome(UUID id, IClientAPI client)
199 {
200 TeleportHome(id, client);
201 }
202
203 public override bool TeleportHome(UUID id, IClientAPI client)
199 { 204 {
200 m_log.DebugFormat( 205 m_log.DebugFormat(
201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 206 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -206,8 +211,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
206 { 211 {
207 // local grid user 212 // local grid user
208 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 213 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
209 base.TeleportHome(id, client); 214 return base.TeleportHome(id, client);
210 return;
211 } 215 }
212 216
213 // Foreign user wants to go home 217 // Foreign user wants to go home
@@ -217,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
217 { 221 {
218 client.SendTeleportFailed("Your information has been lost"); 222 client.SendTeleportFailed("Your information has been lost");
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
220 return; 224 return false;
221 } 225 }
222 226
223 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -227,7 +231,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
227 { 231 {
228 client.SendTeleportFailed("Your home region could not be found"); 232 client.SendTeleportFailed("Your home region could not be found");
229 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
230 return; 234 return false;
231 } 235 }
232 236
233 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -235,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
235 { 239 {
236 client.SendTeleportFailed("Internal error"); 240 client.SendTeleportFailed("Internal error");
237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
238 return; 242 return false;
239 } 243 }
240 244
241 GridRegion homeGatekeeper = MakeRegion(aCircuit); 245 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -243,9 +247,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
243 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
244 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
245 249
246 DoTeleport( 250 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
247 sp, homeGatekeeper, finalDestination, 251 return true;
248 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
249 } 252 }
250 253
251 /// <summary> 254 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 7d51eed..d30c2e2 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -359,6 +359,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
359 359
360 foreach (SceneObjectGroup objectGroup in objlist) 360 foreach (SceneObjectGroup objectGroup in objlist)
361 { 361 {
362 if (objectGroup.RootPart.KeyframeMotion != null)
363 objectGroup.RootPart.KeyframeMotion.Stop();
364 objectGroup.RootPart.SetForce(Vector3.Zero);
365 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
366 objectGroup.RootPart.KeyframeMotion = null;
367
362 Vector3 inventoryStoredPosition = new Vector3 368 Vector3 inventoryStoredPosition = new Vector3
363 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 369 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
364 ? 250 370 ? 250
@@ -369,9 +375,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
369 : objectGroup.AbsolutePosition.Y, 375 : objectGroup.AbsolutePosition.Y,
370 objectGroup.AbsolutePosition.Z); 376 objectGroup.AbsolutePosition.Z);
371 377
378 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
372 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 379 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
373 380
381 // Restore attachment data after trip through the sim
382 if (objectGroup.RootPart.AttachPoint > 0)
383 {
384 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
385 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
386 }
387 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
388
374 objectGroup.AbsolutePosition = inventoryStoredPosition; 389 objectGroup.AbsolutePosition = inventoryStoredPosition;
390 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
375 391
376 // Make sure all bits but the ones we want are clear 392 // Make sure all bits but the ones we want are clear
377 // on take. 393 // on take.
@@ -489,8 +505,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
489 IClientAPI remoteClient) 505 IClientAPI remoteClient)
490 { 506 {
491 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 507 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
508 // For the porposes of inventory, an object is modify if the prims
509 // are modify. This allows renaming an object that contains no
510 // mod items.
492 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 511 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
493 effectivePerms &= grp.GetEffectivePermissions(); 512 {
513 uint groupPerms = grp.GetEffectivePermissions(true);
514 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
515 groupPerms |= (uint)PermissionMask.Modify;
516
517 effectivePerms &= groupPerms;
518 }
494 effectivePerms |= (uint)PermissionMask.Move; 519 effectivePerms |= (uint)PermissionMask.Move;
495 520
496 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 521 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -669,7 +694,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
669 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 694 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
670 { 695 {
671 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 696 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
672 folder = m_Scene.InventoryService.GetFolder(f); 697 if (f != null)
698 folder = m_Scene.InventoryService.GetFolder(f);
673 } 699 }
674 } 700 }
675 701
@@ -699,16 +725,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
699 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 725 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
700 { 726 {
701// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 727// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
702
703 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 728 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
704 item = m_Scene.InventoryService.GetItem(item); 729 item = m_Scene.InventoryService.GetItem(item);
705 730
706 if (item == null) 731 if (item == null)
707 { 732 {
708 m_log.WarnFormat(
709 "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
710 itemID, remoteClient.Name);
711
712 return null; 733 return null;
713 } 734 }
714 735
@@ -759,6 +780,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
759 if (e == null || attachment) // Single 780 if (e == null || attachment) // Single
760 { 781 {
761 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 782 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
783 if (!attachment)
784 {
785 g.RootPart.AttachPoint = g.RootPart.Shape.State;
786 g.RootPart.AttachOffset = g.AbsolutePosition;
787 g.RootPart.AttachRotation = g.GroupRotation;
788 g.RootPart.Shape.State = 0;
789 }
762 790
763 objlist.Add(g); 791 objlist.Add(g);
764 veclist.Add(new Vector3(0, 0, 0)); 792 veclist.Add(new Vector3(0, 0, 0));
@@ -788,6 +816,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
788 foreach (XmlNode n in groups) 816 foreach (XmlNode n in groups)
789 { 817 {
790 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 818 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
819 g.RootPart.AttachPoint = g.RootPart.Shape.State;
820 g.RootPart.AttachOffset = g.AbsolutePosition;
821 g.RootPart.AttachRotation = g.GroupRotation;
822 g.RootPart.Shape.State = 0;
791 823
792 objlist.Add(g); 824 objlist.Add(g);
793 XmlElement el = (XmlElement)n; 825 XmlElement el = (XmlElement)n;
@@ -807,12 +839,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
807 } 839 }
808 } 840 }
809 841
842 int primcount = 0;
843 foreach (SceneObjectGroup g in objlist)
844 primcount += g.PrimCount;
845
846 if (!m_Scene.Permissions.CanRezObject(
847 primcount, remoteClient.AgentId, pos)
848 && !attachment)
849 {
850 // The client operates in no fail mode. It will
851 // have already removed the item from the folder
852 // if it's no copy.
853 // Put it back if it's not an attachment
854 //
855 if (item != null)
856 {
857 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
858 remoteClient.SendBulkUpdateInventory(item);
859 }
860
861 return null;
862 }
863
810 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 864 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
811 return null; 865 return null;
812 866
813 for (int i = 0; i < objlist.Count; i++) 867 for (int i = 0; i < objlist.Count; i++)
814 { 868 {
815 group = objlist[i]; 869 group = objlist[i];
870 SceneObjectPart rootPart = group.RootPart;
816 871
817// m_log.DebugFormat( 872// m_log.DebugFormat(
818// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 873// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -873,8 +928,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
873 928
874 if (!attachment) 929 if (!attachment)
875 { 930 {
876 SceneObjectPart rootPart = group.RootPart;
877
878 if (rootPart.Shape.PCode == (byte)PCode.Prim) 931 if (rootPart.Shape.PCode == (byte)PCode.Prim)
879 group.ClearPartAttachmentData(); 932 group.ClearPartAttachmentData();
880 933
@@ -892,6 +945,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
892// remoteClient.Name); 945// remoteClient.Name);
893 } 946 }
894 947
948 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
949
895 if (item != null) 950 if (item != null)
896 DoPostRezWhenFromItem(item, attachment); 951 DoPostRezWhenFromItem(item, attachment);
897 952
@@ -970,8 +1025,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
970 { 1025 {
971 rootPart.Name = item.Name; 1026 rootPart.Name = item.Name;
972 rootPart.Description = item.Description; 1027 rootPart.Description = item.Description;
973 rootPart.ObjectSaleType = item.SaleType; 1028 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
974 rootPart.SalePrice = item.SalePrice; 1029 {
1030 rootPart.ObjectSaleType = item.SaleType;
1031 rootPart.SalePrice = item.SalePrice;
1032 }
975 } 1033 }
976 1034
977 so.FromFolderID = item.Folder; 1035 so.FromFolderID = item.Folder;
@@ -981,7 +1039,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
981// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1039// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
982 1040
983 if ((rootPart.OwnerID != item.Owner) || 1041 if ((rootPart.OwnerID != item.Owner) ||
984 (item.CurrentPermissions & 16) != 0) 1042 (item.CurrentPermissions & 16) != 0 ||
1043 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
985 { 1044 {
986 //Need to kill the for sale here 1045 //Need to kill the for sale here
987 rootPart.ObjectSaleType = 0; 1046 rootPart.ObjectSaleType = 0;
@@ -991,31 +1050,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
991 { 1050 {
992 foreach (SceneObjectPart part in so.Parts) 1051 foreach (SceneObjectPart part in so.Parts)
993 { 1052 {
994 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
995 {
996 part.EveryoneMask = item.EveryOnePermissions;
997 part.NextOwnerMask = item.NextPermissions;
998 }
999 part.GroupMask = 0; // DO NOT propagate here 1053 part.GroupMask = 0; // DO NOT propagate here
1054
1055 part.LastOwnerID = part.OwnerID;
1056 part.OwnerID = item.Owner;
1057 part.Inventory.ChangeInventoryOwner(item.Owner);
1000 } 1058 }
1001 1059
1002 so.ApplyNextOwnerPermissions(); 1060 so.ApplyNextOwnerPermissions();
1061
1062 // In case the user has changed flags on a received item
1063 // we have to apply those changes after the slam. Else we
1064 // get a net loss of permissions
1065 foreach (SceneObjectPart part in so.Parts)
1066 {
1067 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1068 {
1069 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1070 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1072 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1073 }
1074 }
1003 } 1075 }
1004 } 1076 }
1005 1077 else
1006 foreach (SceneObjectPart part in so.Parts)
1007 { 1078 {
1008 part.FromUserInventoryItemID = fromUserInventoryItemId; 1079 foreach (SceneObjectPart part in so.Parts)
1009
1010 if ((part.OwnerID != item.Owner) ||
1011 (item.CurrentPermissions & 16) != 0)
1012 { 1080 {
1013 part.Inventory.ChangeInventoryOwner(item.Owner); 1081 part.FromUserInventoryItemID = fromUserInventoryItemId;
1014 part.GroupMask = 0; // DO NOT propagate here 1082
1083 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1084 part.EveryoneMask = item.EveryOnePermissions;
1085 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1086 part.NextOwnerMask = item.NextPermissions;
1087 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1088 part.GroupMask = item.GroupPermissions;
1015 } 1089 }
1016
1017 part.EveryoneMask = item.EveryOnePermissions;
1018 part.NextOwnerMask = item.NextPermissions;
1019 } 1090 }
1020 1091
1021 rootPart.TrimPermissions(); 1092 rootPart.TrimPermissions();
@@ -1153,4 +1224,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1153 1224
1154 #endregion 1225 #endregion
1155 } 1226 }
1156} \ No newline at end of file 1227}
diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
index 0c60391..4f18b53 100644
--- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
@@ -90,9 +90,9 @@ namespace OpenSim.Region.CoreModules.Hypergrid
90 } 90 }
91 } 91 }
92 92
93 protected override List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 93 protected override List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
94 { 94 {
95 List<MapBlockData> mapBlocks = base.GetAndSendBlocks(remoteClient, minX, minY, maxX, maxY, flag); 95 List<MapBlockData> mapBlocks = base.GetAndSendBlocksInternal(remoteClient, minX, minY, maxX, maxY, flag);
96 lock (m_SeenMapBlocks) 96 lock (m_SeenMapBlocks)
97 { 97 {
98 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId)) 98 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId))
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 05d54f0..f4a89bd 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -41,39 +41,13 @@ using OpenSim.Region.Framework.Scenes;
41 41
42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp 42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
43{ 43{
44 /// <summary>
45 /// Data describing an external URL set up by a script.
46 /// </summary>
47 public class UrlData 44 public class UrlData
48 { 45 {
49 /// <summary>
50 /// Scene object part hosting the script
51 /// </summary>
52 public UUID hostID; 46 public UUID hostID;
53
54 /// <summary>
55 /// The item ID of the script that requested the URL.
56 /// </summary>
57 public UUID itemID; 47 public UUID itemID;
58
59 /// <summary>
60 /// The script engine that runs the script.
61 /// </summary>
62 public IScriptModule engine; 48 public IScriptModule engine;
63
64 /// <summary>
65 /// The generated URL.
66 /// </summary>
67 public string url; 49 public string url;
68
69 /// <summary>
70 /// The random UUID component of the generated URL.
71 /// </summary>
72 public UUID urlcode; 50 public UUID urlcode;
73
74 /// <summary>
75 /// The external requests currently being processed or awaiting retrieval for this URL.
76 /// </summary>
77 public Dictionary<UUID, RequestData> requests; 51 public Dictionary<UUID, RequestData> requests;
78 } 52 }
79 53
@@ -87,37 +61,26 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
87 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
88 public bool requestDone; 62 public bool requestDone;
89 public int startTime; 63 public int startTime;
64 public bool responseSent;
90 public string uri; 65 public string uri;
91 } 66 }
92 67
93 /// <summary>
94 /// This module provides external URLs for in-world scripts.
95 /// </summary>
96 public class UrlModule : ISharedRegionModule, IUrlModule 68 public class UrlModule : ISharedRegionModule, IUrlModule
97 { 69 {
98 private static readonly ILog m_log = 70 private static readonly ILog m_log =
99 LogManager.GetLogger( 71 LogManager.GetLogger(
100 MethodBase.GetCurrentMethod().DeclaringType); 72 MethodBase.GetCurrentMethod().DeclaringType);
101 73
102 /// <summary> 74 private Dictionary<UUID, UrlData> m_RequestMap =
103 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the request ID 75 new Dictionary<UUID, UrlData>();
104 /// randomly generated when a request is received for this URL.
105 /// </summary>
106 /// <remarks>
107 /// Manipulation or retrieval from this dictionary must be locked on m_UrlMap to preserve consistency with
108 /// m_UrlMap
109 /// </remarks>
110 private Dictionary<UUID, UrlData> m_RequestMap = new Dictionary<UUID, UrlData>();
111 76
112 /// <summary> 77 private Dictionary<string, UrlData> m_UrlMap =
113 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the full URL 78 new Dictionary<string, UrlData>();
114 /// </summary>
115 private Dictionary<string, UrlData> m_UrlMap = new Dictionary<string, UrlData>();
116 79
117 /// <summary> 80 /// <summary>
118 /// Maximum number of external urls that can be set up by this module. 81 /// Maximum number of external urls that can be set up by this module.
119 /// </summary> 82 /// </summary>
120 private int m_TotalUrls = 100; 83 private int m_TotalUrls = 5000;
121 84
122 private uint https_port = 0; 85 private uint https_port = 0;
123 private IHttpServer m_HttpServer = null; 86 private IHttpServer m_HttpServer = null;
@@ -143,9 +106,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
143 { 106 {
144 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName); 107 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName);
145 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false); 108 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false);
146
147 if (ssl_enabled) 109 if (ssl_enabled)
110 {
148 https_port = (uint) config.Configs["Network"].GetInt("https_port",0); 111 https_port = (uint) config.Configs["Network"].GetInt("https_port",0);
112 }
149 113
150 IConfig llFunctionsConfig = config.Configs["LL-Functions"]; 114 IConfig llFunctionsConfig = config.Configs["LL-Functions"];
151 115
@@ -206,7 +170,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
206 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 170 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
207 return urlcode; 171 return urlcode;
208 } 172 }
209 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 173 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
210 174
211 UrlData urlData = new UrlData(); 175 UrlData urlData = new UrlData();
212 urlData.hostID = host.UUID; 176 urlData.hostID = host.UUID;
@@ -215,14 +179,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
215 urlData.url = url; 179 urlData.url = url;
216 urlData.urlcode = urlcode; 180 urlData.urlcode = urlcode;
217 urlData.requests = new Dictionary<UUID, RequestData>(); 181 urlData.requests = new Dictionary<UUID, RequestData>();
218 182
219 m_UrlMap[url] = urlData; 183 m_UrlMap[url] = urlData;
220 184
221 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 185 string uri = "/lslhttp/" + urlcode.ToString();
222 186
223 m_HttpServer.AddPollServiceHTTPHandler( 187 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
224 uri, 188 args.Type = PollServiceEventArgs.EventType.LslHttp;
225 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 189 m_HttpServer.AddPollServiceHTTPHandler(uri, args);
226 190
227 m_log.DebugFormat( 191 m_log.DebugFormat(
228 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", 192 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
@@ -251,7 +215,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
251 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 215 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
252 return urlcode; 216 return urlcode;
253 } 217 }
254 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString() + "/"; 218 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString();
255 219
256 UrlData urlData = new UrlData(); 220 UrlData urlData = new UrlData();
257 urlData.hostID = host.UUID; 221 urlData.hostID = host.UUID;
@@ -261,13 +225,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
261 urlData.urlcode = urlcode; 225 urlData.urlcode = urlcode;
262 urlData.requests = new Dictionary<UUID, RequestData>(); 226 urlData.requests = new Dictionary<UUID, RequestData>();
263 227
228
264 m_UrlMap[url] = urlData; 229 m_UrlMap[url] = urlData;
265 230
266 string uri = "/lslhttps/" + urlcode.ToString() + "/"; 231 string uri = "/lslhttps/" + urlcode.ToString();
267 232
268 m_HttpsServer.AddPollServiceHTTPHandler( 233 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
269 uri, 234 args.Type = PollServiceEventArgs.EventType.LslHttp;
270 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 235 m_HttpsServer.AddPollServiceHTTPHandler(uri, args);
271 236
272 m_log.DebugFormat( 237 m_log.DebugFormat(
273 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", 238 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
@@ -290,12 +255,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 return; 255 return;
291 } 256 }
292 257
293 foreach (UUID req in data.requests.Keys) 258 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 259 {
295 260 foreach (UUID req in data.requests.Keys)
296 m_log.DebugFormat( 261 m_RequestMap.Remove(req);
297 "[URL MODULE]: Releasing url {0} for {1} in {2}", 262 }
298 url, data.itemID, data.hostID); 263
264// m_log.DebugFormat(
265// "[URL MODULE]: Releasing url {0} for {1} in {2}",
266// url, data.itemID, data.hostID);
299 267
300 RemoveUrl(data); 268 RemoveUrl(data);
301 m_UrlMap.Remove(url); 269 m_UrlMap.Remove(url);
@@ -304,15 +272,19 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
304 272
305 public void HttpResponse(UUID request, int status, string body) 273 public void HttpResponse(UUID request, int status, string body)
306 { 274 {
307 lock (m_UrlMap) 275 lock (m_RequestMap)
308 { 276 {
309 if (m_RequestMap.ContainsKey(request)) 277 if (m_RequestMap.ContainsKey(request))
310 { 278 {
311 UrlData urlData = m_RequestMap[request]; 279 UrlData urlData = m_RequestMap[request];
312 urlData.requests[request].responseCode = status; 280 if (!urlData.requests[request].responseSent)
313 urlData.requests[request].responseBody = body; 281 {
314 //urlData.requests[request].ev.Set(); 282 urlData.requests[request].responseCode = status;
315 urlData.requests[request].requestDone =true; 283 urlData.requests[request].responseBody = body;
284 //urlData.requests[request].ev.Set();
285 urlData.requests[request].requestDone = true;
286 urlData.requests[request].responseSent = true;
287 }
316 } 288 }
317 else 289 else
318 { 290 {
@@ -323,7 +295,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
323 295
324 public string GetHttpHeader(UUID requestId, string header) 296 public string GetHttpHeader(UUID requestId, string header)
325 { 297 {
326 lock (m_UrlMap) 298 lock (m_RequestMap)
327 { 299 {
328 if (m_RequestMap.ContainsKey(requestId)) 300 if (m_RequestMap.ContainsKey(requestId))
329 { 301 {
@@ -337,14 +309,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
337 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 309 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
338 } 310 }
339 } 311 }
340
341 return String.Empty; 312 return String.Empty;
342 } 313 }
343 314
344 public int GetFreeUrls() 315 public int GetFreeUrls()
345 { 316 {
346 lock (m_UrlMap) 317 return m_TotalUrls - m_UrlMap.Count;
347 return m_TotalUrls - m_UrlMap.Count;
348 } 318 }
349 319
350 public void ScriptRemoved(UUID itemID) 320 public void ScriptRemoved(UUID itemID)
@@ -361,8 +331,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
361 { 331 {
362 RemoveUrl(url.Value); 332 RemoveUrl(url.Value);
363 removeURLs.Add(url.Key); 333 removeURLs.Add(url.Key);
364 foreach (UUID req in url.Value.requests.Keys) 334 lock (m_RequestMap)
365 m_RequestMap.Remove(req); 335 {
336 foreach (UUID req in url.Value.requests.Keys)
337 m_RequestMap.Remove(req);
338 }
366 } 339 }
367 } 340 }
368 341
@@ -383,9 +356,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
383 { 356 {
384 RemoveUrl(url.Value); 357 RemoveUrl(url.Value);
385 removeURLs.Add(url.Key); 358 removeURLs.Add(url.Key);
386 359 lock (m_RequestMap)
387 foreach (UUID req in url.Value.requests.Keys) 360 {
388 m_RequestMap.Remove(req); 361 foreach (UUID req in url.Value.requests.Keys)
362 m_RequestMap.Remove(req);
363 }
389 } 364 }
390 } 365 }
391 366
@@ -394,122 +369,125 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
394 } 369 }
395 } 370 }
396 371
372
397 private void RemoveUrl(UrlData data) 373 private void RemoveUrl(UrlData data)
398 { 374 {
399 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/" + data.urlcode.ToString() + "/"); 375 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/"+data.urlcode.ToString()+"/");
400 } 376 }
401 377
402 private Hashtable NoEvents(UUID requestID, UUID sessionID) 378 private Hashtable NoEvents(UUID requestID, UUID sessionID)
403 { 379 {
404 Hashtable response = new Hashtable(); 380 Hashtable response = new Hashtable();
405 UrlData urlData; 381 UrlData url;
406 382 int startTime = 0;
407 lock (m_UrlMap) 383 lock (m_RequestMap)
408 { 384 {
409 // We need to return a 404 here in case the request URL was removed at exactly the same time that a
410 // request was made. In this case, the request thread can outrace llRemoveURL() and still be polling
411 // for the request ID.
412 if (!m_RequestMap.ContainsKey(requestID)) 385 if (!m_RequestMap.ContainsKey(requestID))
413 {
414 response["int_response_code"] = 404;
415 response["str_response_string"] = "";
416 response["keepalive"] = false;
417 response["reusecontext"] = false;
418
419 return response; 386 return response;
420 } 387 url = m_RequestMap[requestID];
388 startTime = url.requests[requestID].startTime;
389 }
421 390
422 urlData = m_RequestMap[requestID]; 391 if (System.Environment.TickCount - startTime > 25000)
392 {
393 response["int_response_code"] = 500;
394 response["str_response_string"] = "Script timeout";
395 response["content_type"] = "text/plain";
396 response["keepalive"] = false;
397 response["reusecontext"] = false;
423 398
424 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000) 399 //remove from map
400 lock (url.requests)
401 {
402 url.requests.Remove(requestID);
403 }
404 lock (m_RequestMap)
425 { 405 {
426 response["int_response_code"] = 500;
427 response["str_response_string"] = "Script timeout";
428 response["content_type"] = "text/plain";
429 response["keepalive"] = false;
430 response["reusecontext"] = false;
431
432 //remove from map
433 urlData.requests.Remove(requestID);
434 m_RequestMap.Remove(requestID); 406 m_RequestMap.Remove(requestID);
435
436 return response;
437 } 407 }
408
409 return response;
438 } 410 }
439 411
412
440 return response; 413 return response;
441 } 414 }
442 415
443 private bool HasEvents(UUID requestID, UUID sessionID) 416 private bool HasEvents(UUID requestID, UUID sessionID)
444 { 417 {
445 lock (m_UrlMap) 418 UrlData url=null;
419
420 lock (m_RequestMap)
446 { 421 {
447 // We return true here because an external URL request that happened at the same time as an llRemoveURL()
448 // can still make it through to HttpRequestHandler(). That will return without setting up a request
449 // when it detects that the URL has been removed. The poller, however, will continue to ask for
450 // events for that request, so here we will signal that there are events and in GetEvents we will
451 // return a 404.
452 if (!m_RequestMap.ContainsKey(requestID)) 422 if (!m_RequestMap.ContainsKey(requestID))
453 { 423 {
454 return true; 424 return false;
455 } 425 }
456 426 url = m_RequestMap[requestID];
457 UrlData urlData = m_RequestMap[requestID]; 427 }
458 428 lock (url.requests)
459 if (!urlData.requests.ContainsKey(requestID)) 429 {
430 if (!url.requests.ContainsKey(requestID))
460 { 431 {
461 return true; 432 return false;
462 } 433 }
463 434 else
464 // Trigger return of timeout response.
465 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000)
466 { 435 {
467 return true; 436 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
437 {
438 return true;
439 }
440 if (url.requests[requestID].requestDone)
441 return true;
442 else
443 return false;
468 } 444 }
469
470 return urlData.requests[requestID].requestDone;
471 } 445 }
472 } 446 }
473
474 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 447 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
475 { 448 {
476 Hashtable response; 449 UrlData url = null;
450 RequestData requestData = null;
477 451
478 lock (m_UrlMap) 452 lock (m_RequestMap)
479 { 453 {
480 UrlData url = null;
481 RequestData requestData = null;
482
483 if (!m_RequestMap.ContainsKey(requestID)) 454 if (!m_RequestMap.ContainsKey(requestID))
484 return NoEvents(requestID, sessionID); 455 return NoEvents(requestID,sessionID);
485
486 url = m_RequestMap[requestID]; 456 url = m_RequestMap[requestID];
457 }
458 lock (url.requests)
459 {
487 requestData = url.requests[requestID]; 460 requestData = url.requests[requestID];
461 }
462
463 if (!requestData.requestDone)
464 return NoEvents(requestID,sessionID);
465
466 Hashtable response = new Hashtable();
488 467
489 if (!requestData.requestDone) 468 if (System.Environment.TickCount - requestData.startTime > 25000)
490 return NoEvents(requestID, sessionID); 469 {
491 470 response["int_response_code"] = 500;
492 response = new Hashtable(); 471 response["str_response_string"] = "Script timeout";
493
494 if (System.Environment.TickCount - requestData.startTime > 25000)
495 {
496 response["int_response_code"] = 500;
497 response["str_response_string"] = "Script timeout";
498 response["content_type"] = "text/plain";
499 response["keepalive"] = false;
500 response["reusecontext"] = false;
501 return response;
502 }
503
504 //put response
505 response["int_response_code"] = requestData.responseCode;
506 response["str_response_string"] = requestData.responseBody;
507 response["content_type"] = "text/plain"; 472 response["content_type"] = "text/plain";
508 response["keepalive"] = false; 473 response["keepalive"] = false;
509 response["reusecontext"] = false; 474 response["reusecontext"] = false;
510 475 return response;
511 //remove from map 476 }
477 //put response
478 response["int_response_code"] = requestData.responseCode;
479 response["str_response_string"] = requestData.responseBody;
480 response["content_type"] = "text/plain";
481 response["keepalive"] = false;
482 response["reusecontext"] = false;
483
484 //remove from map
485 lock (url.requests)
486 {
512 url.requests.Remove(requestID); 487 url.requests.Remove(requestID);
488 }
489 lock (m_RequestMap)
490 {
513 m_RequestMap.Remove(requestID); 491 m_RequestMap.Remove(requestID);
514 } 492 }
515 493
@@ -518,41 +496,45 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
518 496
519 public void HttpRequestHandler(UUID requestID, Hashtable request) 497 public void HttpRequestHandler(UUID requestID, Hashtable request)
520 { 498 {
521 string uri = request["uri"].ToString(); 499 lock (request)
522 bool is_ssl = uri.Contains("lslhttps");
523
524 try
525 { 500 {
526 Hashtable headers = (Hashtable)request["headers"]; 501 string uri = request["uri"].ToString();
527 502 bool is_ssl = uri.Contains("lslhttps");
528// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
529 503
530 int pos1 = uri.IndexOf("/");// /lslhttp 504 try
531 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
532 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/
533 string uri_tmp = uri.Substring(0, pos3 + 1);
534 //HTTP server code doesn't provide us with QueryStrings
535 string pathInfo;
536 string queryString;
537 queryString = "";
538
539 pathInfo = uri.Substring(pos3);
540
541 UrlData urlData = null;
542
543 lock (m_UrlMap)
544 { 505 {
545 string url; 506 Hashtable headers = (Hashtable)request["headers"];
507
508// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
546 509
547 if (is_ssl) 510 int pos1 = uri.IndexOf("/");// /lslhttp
548 url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp; 511 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
512 int pos3 = pos2 + 37; // /lslhttp/urlcode
513 string uri_tmp = uri.Substring(0, pos3);
514 //HTTP server code doesn't provide us with QueryStrings
515 string pathInfo;
516 string queryString;
517 queryString = "";
518
519 pathInfo = uri.Substring(pos3);
520
521 UrlData url = null;
522 string urlkey;
523 if (!is_ssl)
524 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
525 //m_UrlMap[];
549 else 526 else
550 url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp; 527 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
551 528
552 // Avoid a race - the request URL may have been released via llRequestUrl() whilst this 529 if (m_UrlMap.ContainsKey(urlkey))
553 // request was being processed. 530 {
554 if (!m_UrlMap.TryGetValue(url, out urlData)) 531 url = m_UrlMap[urlkey];
532 }
533 else
534 {
535 //m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
555 return; 536 return;
537 }
556 538
557 //for llGetHttpHeader support we need to store original URI here 539 //for llGetHttpHeader support we need to store original URI here
558 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 540 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -572,7 +554,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
572 string value = (string)header.Value; 554 string value = (string)header.Value;
573 requestData.headers.Add(key, value); 555 requestData.headers.Add(key, value);
574 } 556 }
575
576 foreach (DictionaryEntry de in request) 557 foreach (DictionaryEntry de in request)
577 { 558 {
578 if (de.Key.ToString() == "querystringkeys") 559 if (de.Key.ToString() == "querystringkeys")
@@ -583,13 +564,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
583 if (request.ContainsKey(key)) 564 if (request.ContainsKey(key))
584 { 565 {
585 string val = (String)request[key]; 566 string val = (String)request[key];
586 queryString = queryString + key + "=" + val + "&"; 567 if (key != "")
568 {
569 queryString = queryString + key + "=" + val + "&";
570 }
571 else
572 {
573 queryString = queryString + val + "&";
574 }
587 } 575 }
588 } 576 }
589
590 if (queryString.Length > 1) 577 if (queryString.Length > 1)
591 queryString = queryString.Substring(0, queryString.Length - 1); 578 queryString = queryString.Substring(0, queryString.Length - 1);
579
592 } 580 }
581
593 } 582 }
594 583
595 //if this machine is behind DNAT/port forwarding, currently this is being 584 //if this machine is behind DNAT/port forwarding, currently this is being
@@ -597,23 +586,34 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
597 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"]; 586 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"];
598 requestData.headers["x-path-info"] = pathInfo; 587 requestData.headers["x-path-info"] = pathInfo;
599 requestData.headers["x-query-string"] = queryString; 588 requestData.headers["x-query-string"] = queryString;
600 requestData.headers["x-script-url"] = urlData.url; 589 requestData.headers["x-script-url"] = url.url;
601 590
602 urlData.requests.Add(requestID, requestData); 591 //requestData.ev = new ManualResetEvent(false);
603 m_RequestMap.Add(requestID, urlData); 592 lock (url.requests)
604 } 593 {
594 url.requests.Add(requestID, requestData);
595 }
596 lock (m_RequestMap)
597 {
598 //add to request map
599 m_RequestMap.Add(requestID, url);
600 }
605 601
606 urlData.engine.PostScriptEvent( 602 url.engine.PostScriptEvent(url.itemID, "http_request", new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() });
607 urlData.itemID, 603
608 "http_request", 604 //send initial response?
609 new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() }); 605// Hashtable response = new Hashtable();
610 } 606
611 catch (Exception we) 607 return;
612 { 608
613 //Hashtable response = new Hashtable(); 609 }
614 m_log.Warn("[HttpRequestHandler]: http-in request failed"); 610 catch (Exception we)
615 m_log.Warn(we.Message); 611 {
616 m_log.Warn(we.StackTrace); 612 //Hashtable response = new Hashtable();
613 m_log.Warn("[HttpRequestHandler]: http-in request failed");
614 m_log.Warn(we.Message);
615 m_log.Warn(we.StackTrace);
616 }
617 } 617 }
618 } 618 }
619 619
@@ -622,4 +622,4 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
622 ScriptRemoved(itemID); 622 ScriptRemoved(itemID);
623 } 623 }
624 } 624 }
625} \ No newline at end of file 625}
diff --git a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
index 8358bc0..07bb291 100644
--- a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
@@ -90,6 +90,8 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
90 // private static readonly ILog m_log = 90 // private static readonly ILog m_log =
91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
92 92
93 private const int DEBUG_CHANNEL = 2147483647;
94
93 private ListenerManager m_listenerManager; 95 private ListenerManager m_listenerManager;
94 private Queue m_pending; 96 private Queue m_pending;
95 private Queue m_pendingQ; 97 private Queue m_pendingQ;
@@ -308,56 +310,59 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
308 /// <param name='msg'> 310 /// <param name='msg'>
309 /// Message. 311 /// Message.
310 /// </param> 312 /// </param>
311 public void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg) 313 public bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error)
312 { 314 {
315 error = null;
316
317 if (channel == DEBUG_CHANNEL)
318 return true;
319
313 // Is id an avatar? 320 // Is id an avatar?
314 ScenePresence sp = m_scene.GetScenePresence(target); 321 ScenePresence sp = m_scene.GetScenePresence(target);
315 322
316 if (sp != null) 323 if (sp != null)
317 { 324 {
318 // ignore if a child agent this is restricted to inside one region 325 // Send message to avatar
319 if (sp.IsChildAgent)
320 return;
321
322 // Send message to the avatar.
323 // Channel zero only goes to the avatar
324 // non zero channel messages only go to the attachments
325 if (channel == 0) 326 if (channel == 0)
326 { 327 {
327 m_scene.SimChatToAgent(target, Utils.StringToBytes(msg), pos, name, id, false); 328 // Channel 0 goes to viewer ONLY
328 } 329 m_scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Broadcast, 0, pos, name, id, false, false, target);
329 else 330 return true;
330 { 331 }
331 List<SceneObjectGroup> attachments = sp.GetAttachments();
332 if (attachments.Count == 0)
333 return;
334 332
335 // Get uuid of attachments 333 List<SceneObjectGroup> attachments = sp.GetAttachments();
336 List<UUID> targets = new List<UUID>();
337 foreach (SceneObjectGroup sog in attachments)
338 {
339 if (!sog.IsDeleted)
340 targets.Add(sog.UUID);
341 }
342 334
343 // Need to check each attachment 335 if (attachments.Count == 0)
344 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 336 return true;
345 {
346 if (li.GetHostID().Equals(id))
347 continue;
348 337
349 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null) 338 // Get uuid of attachments
350 continue; 339 List<UUID> targets = new List<UUID>();
340 foreach (SceneObjectGroup sog in attachments)
341 {
342 if (!sog.IsDeleted)
343 targets.Add(sog.UUID);
344 }
351 345
352 if (targets.Contains(li.GetHostID())) 346 // Need to check each attachment
353 QueueMessage(new ListenerInfo(li, name, id, msg)); 347 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
354 } 348 {
349 if (li.GetHostID().Equals(id))
350 continue;
351
352 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
353 continue;
354
355 if (targets.Contains(li.GetHostID()))
356 QueueMessage(new ListenerInfo(li, name, id, msg));
355 } 357 }
356 358
357 return; 359 return true;
358 } 360 }
359 361
360 // No avatar found so look for an object 362 SceneObjectPart part = m_scene.GetSceneObjectPart(target);
363 if (part == null) // Not even an object
364 return true; // No error
365
361 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 366 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
362 { 367 {
363 // Dont process if this message is from yourself! 368 // Dont process if this message is from yourself!
@@ -375,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
375 } 380 }
376 } 381 }
377 382
378 return; 383 return true;
379 } 384 }
380 385
381 protected void QueueMessage(ListenerInfo li) 386 protected void QueueMessage(ListenerInfo li)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 5641804..7ed1320 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -232,4 +235,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
232 } 235 }
233 } 236 }
234 } 237 }
235} \ No newline at end of file 238}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 09a3bd6..6eb99ea 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -301,6 +301,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 return false; 301 return false;
302 } 302 }
303 303
304 public bool CloseChildAgent(GridRegion destination, UUID id)
305 {
306 return CloseAgent(destination, id);
307 }
308
304 public bool CloseAgent(GridRegion destination, UUID id) 309 public bool CloseAgent(GridRegion destination, UUID id)
305 { 310 {
306 if (destination == null) 311 if (destination == null)
@@ -308,14 +313,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
308 313
309 if (m_scenes.ContainsKey(destination.RegionID)) 314 if (m_scenes.ContainsKey(destination.RegionID))
310 { 315 {
311// m_log.DebugFormat(
312// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
313// s.RegionInfo.RegionName, destination.RegionHandle);
314
315 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); }); 316 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); });
316 return true; 317 return true;
317 } 318 }
318
319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
320 return false; 320 return false;
321 } 321 }
@@ -374,4 +374,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
374 374
375 #endregion 375 #endregion
376 } 376 }
377} \ No newline at end of file 377}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index bd4a23b..68be552 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -260,6 +260,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
260 return false; 260 return false;
261 } 261 }
262 262
263 public bool CloseChildAgent(GridRegion destination, UUID id)
264 {
265 if (destination == null)
266 return false;
267
268 // Try local first
269 if (m_localBackend.CloseChildAgent(destination, id))
270 return true;
271
272 // else do the remote thing
273 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
274 return m_remoteConnector.CloseChildAgent(destination, id);
275
276 return false;
277 }
263 278
264 public bool CloseAgent(GridRegion destination, UUID id) 279 public bool CloseAgent(GridRegion destination, UUID id)
265 { 280 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2b61800..619550c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -311,6 +311,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
311 // being no copy/no mod for everyone 311 // being no copy/no mod for everyone
312 lock (part.TaskInventory) 312 lock (part.TaskInventory)
313 { 313 {
314 if (!ResolveUserUuid(part.CreatorID))
315 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
316
317 if (!ResolveUserUuid(part.OwnerID))
318 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
319
320 if (!ResolveUserUuid(part.LastOwnerID))
321 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
322
323 // And zap any troublesome sit target information
324 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
325 part.SitTargetPosition = new Vector3(0, 0, 0);
326
327 // Fix ownership/creator of inventory items
328 // Not doing so results in inventory items
329 // being no copy/no mod for everyone
330 part.TaskInventory.LockItemsForRead(true);
314 TaskInventoryDictionary inv = part.TaskInventory; 331 TaskInventoryDictionary inv = part.TaskInventory;
315 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 332 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
316 { 333 {
@@ -326,6 +343,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
326 if (UserManager != null) 343 if (UserManager != null)
327 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 344 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
328 } 345 }
346 part.TaskInventory.LockItemsForRead(false);
329 } 347 }
330 } 348 }
331 349
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..fdef9d8 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -59,8 +61,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
59 public event ChangeDelegate OnEstateInfoChange; 61 public event ChangeDelegate OnEstateInfoChange;
60 public event MessageDelegate OnEstateMessage; 62 public event MessageDelegate OnEstateMessage;
61 63
64 private int m_delayCount = 0;
65
62 #region Packet Data Responders 66 #region Packet Data Responders
63 67
68 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
69 {
70 sendDetailedEstateData(remote_client, invoice);
71 sendEstateLists(remote_client, invoice);
72 }
73
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 74 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 75 {
66 uint sun = 0; 76 uint sun = 0;
@@ -83,7 +93,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 93 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 94 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 95 estateOwner);
96 }
86 97
98 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
99 {
87 remote_client.SendEstateList(invoice, 100 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 101 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 102 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +270,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 270 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 271 if (restartModule != null)
259 { 272 {
273 if (timeInSeconds == -1)
274 {
275 m_delayCount++;
276 if (m_delayCount > 3)
277 return;
278
279 restartModule.DelayRestart(3600, "Restart delayed by region manager");
280 return;
281 }
282
260 List<int> times = new List<int>(); 283 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 284 while (timeInSeconds > 0)
262 { 285 {
@@ -269,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 292 timeInSeconds -= 15;
270 } 293 }
271 294
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 295 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 296 }
274 } 297 }
275 298
@@ -477,7 +500,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 500 {
478 if (!s.IsChildAgent) 501 if (!s.IsChildAgent)
479 { 502 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 503 if (!Scene.TeleportClientHome(user, s.ControllingClient))
504 {
505 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
506 s.ControllingClient.Close();
507 }
481 } 508 }
482 } 509 }
483 510
@@ -486,7 +513,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 513 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 514 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 515 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 516 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 517 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 518 }
492 else 519 else
@@ -541,7 +568,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 568 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 569 }
543 570
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 571 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 572 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 573 }
547 else 574 else
@@ -700,7 +727,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 727 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 728 if (s != null)
702 { 729 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 730 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
731 {
732 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
733 s.ControllingClient.Close();
734 }
704 } 735 }
705 } 736 }
706 } 737 }
@@ -718,7 +749,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 749 // Also make sure they are actually in the region
719 ScenePresence p; 750 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 751 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 752 {
753 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
754 {
755 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
756 p.ControllingClient.Close();
757 }
758 }
722 } 759 }
723 }); 760 });
724 } 761 }
@@ -1081,6 +1118,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1118
1082 public void AddRegion(Scene scene) 1119 public void AddRegion(Scene scene)
1083 { 1120 {
1121 m_regionChangeTimer.AutoReset = false;
1122 m_regionChangeTimer.Interval = 2000;
1123 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1124
1084 Scene = scene; 1125 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1126 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1127 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1172,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1172
1132 private void EventManager_OnNewClient(IClientAPI client) 1173 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1174 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1175 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1176 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1177// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1178 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1224,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1224 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1225 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1226 flags |= RegionFlags.BlockParcelSearch;
1227 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1228 flags |= (RegionFlags)(1 << 11);
1229 if (Scene.RegionInfo.RegionSettings.Casino)
1230 flags |= (RegionFlags)(1 << 10);
1186 1231
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1232 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1233 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1235,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1235 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1236 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1237 flags |= RegionFlags.AllowVoice;
1238 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1239 flags |= RegionFlags.AllowLandmark;
1240 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1241 flags |= RegionFlags.AllowSetHome;
1242 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1243 flags |= RegionFlags.BlockDwell;
1244 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1245 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1246
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1247
1199 // TODO: SkipUpdateInterestList 1248 // TODO: SkipUpdateInterestList
1200 1249
@@ -1235,6 +1284,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1284 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1285 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1286 flags |= RegionFlags.TaxFree;
1287 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1288 flags |= RegionFlags.AllowLandmark;
1289 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1290 flags |= RegionFlags.AllowParcelChanges;
1291 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1292 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1293 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1294 flags |= (RegionFlags)(1 << 30);
1240 1295
@@ -1255,6 +1310,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1310
1256 public void TriggerRegionInfoChange() 1311 public void TriggerRegionInfoChange()
1257 { 1312 {
1313 m_regionChangeTimer.Stop();
1314 m_regionChangeTimer.Start();
1315 }
1316
1317 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1318 {
1258 ChangeDelegate change = OnRegionInfoChange; 1319 ChangeDelegate change = OnRegionInfoChange;
1259 1320
1260 if (change != null) 1321 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..51dcb67 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1155,8 +1101,11 @@ namespace OpenSim.Region.CoreModules.World.Land
1155 { 1101 {
1156 if (!temp.Contains(currentParcel)) 1102 if (!temp.Contains(currentParcel))
1157 { 1103 {
1158 currentParcel.ForceUpdateLandInfo(); 1104 if (!currentParcel.IsEitherBannedOrRestricted(remote_client.AgentId))
1159 temp.Add(currentParcel); 1105 {
1106 currentParcel.ForceUpdateLandInfo();
1107 temp.Add(currentParcel);
1108 }
1160 } 1109 }
1161 } 1110 }
1162 } 1111 }
@@ -1375,18 +1324,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1324
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1325 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1326 {
1378 for (int i = 0; i < data.Count; i++) 1327 lock (m_landList)
1379 { 1328 {
1380 IncomingLandObjectFromStorage(data[i]); 1329 //Remove all the land objects in the sim and then process our new data
1330 foreach (int n in m_landList.Keys)
1331 {
1332 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1333 }
1334 m_landIDList.Initialize();
1335 m_landList.Clear();
1336
1337 for (int i = 0; i < data.Count; i++)
1338 {
1339 IncomingLandObjectFromStorage(data[i]);
1340 }
1381 } 1341 }
1382 } 1342 }
1383 1343
1384 public void IncomingLandObjectFromStorage(LandData data) 1344 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1345 {
1346
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1347 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1348 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1349 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1350 AddLandObject(new_land);
1351 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1352 }
1391 1353
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1354 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1631,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1631
1670 UpdateLandObject(localID, land.LandData); 1632 UpdateLandObject(localID, land.LandData);
1671 } 1633 }
1634
1635 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1636 {
1637 ILandObject land = null;
1638 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1639 foreach (ILandObject landObject in Land)
1640 {
1641 if (landObject.LandData.LocalID == landID)
1642 {
1643 land = landObject;
1644 }
1645 }
1646 land.DeedToGroup(DefaultGodParcelGroup);
1647 land.LandData.Name = DefaultGodParcelName;
1648 land.SendLandUpdateToAvatarsOverMe();
1649 }
1650
1651 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1652 {
1653 ScenePresence SP;
1654 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1655 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1656 if (SP.UserLevel != 0)
1657 {
1658 if (flags == 0) //All parcels, scripted or not
1659 {
1660 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1661 {
1662 if (e.OwnerID == targetID)
1663 {
1664 returns.Add(e);
1665 }
1666 }
1667 );
1668 }
1669 if (flags == 4) //All parcels, scripted object
1670 {
1671 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1672 {
1673 if (e.OwnerID == targetID)
1674 {
1675 if (e.ContainsScripts())
1676 {
1677 returns.Add(e);
1678 }
1679 }
1680 }
1681 );
1682 }
1683 if (flags == 4) //not target parcel, scripted object
1684 {
1685 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1686 {
1687 if (e.OwnerID == targetID)
1688 {
1689 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1690 if (landobject.LandData.OwnerID != e.OwnerID)
1691 {
1692 if (e.ContainsScripts())
1693 {
1694 returns.Add(e);
1695 }
1696 }
1697 }
1698 }
1699 );
1700 }
1701 foreach (SceneObjectGroup ol in returns)
1702 {
1703 ReturnObject(ol, client);
1704 }
1705 }
1706 }
1707 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1708 {
1709 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1710 objs[0] = obj;
1711 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1712 }
1713
1714 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1715
1716 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1717 {
1718 ScenePresence targetAvatar = null;
1719 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1720 ScenePresence parcelManager = null;
1721 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1722 System.Threading.Timer Timer;
1723
1724 if (targetAvatar.UserLevel == 0)
1725 {
1726 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1727 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1728 return;
1729 if (flags == 0)
1730 {
1731 targetAvatar.AllowMovement = false;
1732 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1733 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1734 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1735 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1736 Timers.Add(targetAvatar.UUID, Timer);
1737 }
1738 else
1739 {
1740 targetAvatar.AllowMovement = true;
1741 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1742 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1743 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1744 Timers.Remove(targetAvatar.UUID);
1745 Timer.Dispose();
1746 }
1747 }
1748 }
1749 private void OnEndParcelFrozen(object avatar)
1750 {
1751 ScenePresence targetAvatar = (ScenePresence)avatar;
1752 targetAvatar.AllowMovement = true;
1753 System.Threading.Timer Timer;
1754 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1755 Timers.Remove(targetAvatar.UUID);
1756 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1757 }
1758
1759
1760 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1761 {
1762 ScenePresence targetAvatar = null;
1763 ScenePresence parcelManager = null;
1764
1765 // Must have presences
1766 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1767 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1768 return;
1769
1770 // Cannot eject estate managers or gods
1771 if (m_scene.Permissions.IsAdministrator(target))
1772 return;
1773
1774 // Check if you even have permission to do this
1775 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1776 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1777 !m_scene.Permissions.IsAdministrator(client.AgentId))
1778 return;
1779
1780 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1781
1782 targetAvatar.TeleportWithMomentum(pos, null);
1783 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1784 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1785
1786 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1787 {
1788 LandAccessEntry entry = new LandAccessEntry();
1789 entry.AgentID = targetAvatar.UUID;
1790 entry.Flags = AccessList.Ban;
1791 entry.Expires = 0; // Perm
1792
1793 land.LandData.ParcelAccessList.Add(entry);
1794 }
1795 }
1672 1796
1673 protected void InstallInterfaces() 1797 protected void InstallInterfaces()
1674 { 1798 {
@@ -1731,5 +1855,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1855
1732 MainConsole.Instance.Output(report.ToString()); 1856 MainConsole.Instance.Output(report.ToString());
1733 } 1857 }
1858
1859 public void EnforceBans(ILandObject land, ScenePresence avatar)
1860 {
1861 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1862 return;
1863
1864 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1865 {
1866 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1867 {
1868 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1869 if (pos == null)
1870 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1871 else
1872 ForceAvatarToPosition(avatar, (Vector3)pos);
1873 }
1874 else
1875 {
1876 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1877 }
1878 }
1879 }
1734 } 1880 }
1735} 1881}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..4f06737 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -50,6 +50,7 @@ namespace OpenSim.Region.CoreModules.World.Land
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 private int m_expiryCounter = 0;
53 54
54 protected LandData m_landData = new LandData(); 55 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 56 protected Scene m_scene;
@@ -135,6 +136,8 @@ namespace OpenSim.Region.CoreModules.World.Land
135 else 136 else
136 LandData.GroupID = UUID.Zero; 137 LandData.GroupID = UUID.Zero;
137 LandData.IsGroupOwned = is_group_owned; 138 LandData.IsGroupOwned = is_group_owned;
139
140 m_scene.EventManager.OnFrame += OnFrame;
138 } 141 }
139 142
140 #endregion 143 #endregion
@@ -193,10 +196,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 196 else
194 { 197 {
195 // Normal Calculations 198 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 199 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 200 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 201 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 202 / 65536L);
203 //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
204 return parcelMax;
205 }
206 }
207
208 private int GetParcelBasePrimCount()
209 {
210 if (overrideParcelMaxPrimCount != null)
211 {
212 return overrideParcelMaxPrimCount(this);
213 }
214 else
215 {
216 // Normal Calculations
217 int parcelMax = (int)((long)LandData.Area
218 * (long)m_scene.RegionInfo.ObjectCapacity
219 / 65536L);
200 return parcelMax; 220 return parcelMax;
201 } 221 }
202 } 222 }
@@ -210,8 +230,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 230 else
211 { 231 {
212 //Normal Calculations 232 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 233 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 234 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
235 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 236 return simMax;
216 } 237 }
217 } 238 }
@@ -248,7 +269,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 269 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 270 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 271 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 272 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 273 GetSimulatorMaxPrimCount(), regionFlags);
253 } 274 }
254 275
@@ -308,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 329
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 330 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 331 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 332 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 333 }
313 334
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 335 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -1181,6 +1202,17 @@ namespace OpenSim.Region.CoreModules.World.Land
1181 1202
1182 #endregion 1203 #endregion
1183 1204
1205 private void OnFrame()
1206 {
1207 m_expiryCounter++;
1208
1209 if (m_expiryCounter >= 50)
1210 {
1211 ExpireAccessList();
1212 m_expiryCounter = 0;
1213 }
1214 }
1215
1184 private void ExpireAccessList() 1216 private void ExpireAccessList()
1185 { 1217 {
1186 List<LandAccessEntry> delete = new List<LandAccessEntry>(); 1218 List<LandAccessEntry> delete = new List<LandAccessEntry>();
@@ -1191,7 +1223,22 @@ namespace OpenSim.Region.CoreModules.World.Land
1191 delete.Add(entry); 1223 delete.Add(entry);
1192 } 1224 }
1193 foreach (LandAccessEntry entry in delete) 1225 foreach (LandAccessEntry entry in delete)
1226 {
1194 LandData.ParcelAccessList.Remove(entry); 1227 LandData.ParcelAccessList.Remove(entry);
1228 ScenePresence presence;
1229
1230 if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
1231 {
1232 ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1233 if (land.LandData.LocalID == LandData.LocalID)
1234 {
1235 Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
1236 presence.TeleportWithMomentum(pos, null);
1237 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
1238 }
1239 }
1240 m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
1241 }
1195 1242
1196 if (delete.Count > 0) 1243 if (delete.Count > 0)
1197 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1244 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index b2f71d1..102b4d7 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Land
205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
206 { 206 {
207 UUID landOwner = landData.OwnerID; 207 UUID landOwner = landData.OwnerID;
208 int partCount = obj.Parts.Length; 208 int partCount = obj.GetPartCount();
209 209
210 m_SimwideCounts[landOwner] += partCount; 210 m_SimwideCounts[landOwner] += partCount;
211 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 211 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -592,4 +592,4 @@ namespace OpenSim.Region.CoreModules.World.Land
592 } 592 }
593 } 593 }
594 } 594 }
595} \ No newline at end of file 595}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7a8a57c..f3d38bc 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -368,7 +368,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
368 368
369 public string Name 369 public string Name
370 { 370 {
371 get { return "PermissionsModule"; } 371 get { return "DefaultPermissionsModule"; }
372 } 372 }
373 373
374 public bool IsSharedModule 374 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..287738a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,24 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
62 private int[] m_CurrentAlerts = null;
59 63
60 public void Initialise(IConfigSource config) 64 public void Initialise(IConfigSource config)
61 { 65 {
66 IConfig restartConfig = config.Configs["RestartModule"];
67 if (restartConfig != null)
68 {
69 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
70 }
62 } 71 }
63 72
64 public void AddRegion(Scene scene) 73 public void AddRegion(Scene scene)
65 { 74 {
75 if (m_MarkerPath != String.Empty)
76 File.Delete(Path.Combine(m_MarkerPath,
77 scene.RegionInfo.RegionID.ToString()));
78
66 m_Scene = scene; 79 m_Scene = scene;
67 80
68 scene.RegisterModuleInterface<IRestartModule>(this); 81 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +134,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 134
122 if (alerts == null) 135 if (alerts == null)
123 { 136 {
137 CreateMarkerFile();
124 m_Scene.RestartNow(); 138 m_Scene.RestartNow();
125 return; 139 return;
126 } 140 }
@@ -128,25 +142,28 @@ namespace OpenSim.Region.CoreModules.World.Region
128 m_Message = message; 142 m_Message = message;
129 m_Initiator = initiator; 143 m_Initiator = initiator;
130 m_Notice = notice; 144 m_Notice = notice;
145 m_CurrentAlerts = alerts;
131 m_Alerts = new List<int>(alerts); 146 m_Alerts = new List<int>(alerts);
132 m_Alerts.Sort(); 147 m_Alerts.Sort();
133 m_Alerts.Reverse(); 148 m_Alerts.Reverse();
134 149
135 if (m_Alerts[0] == 0) 150 if (m_Alerts[0] == 0)
136 { 151 {
152 CreateMarkerFile();
137 m_Scene.RestartNow(); 153 m_Scene.RestartNow();
138 return; 154 return;
139 } 155 }
140 156
141 int nextInterval = DoOneNotice(); 157 int nextInterval = DoOneNotice(true);
142 158
143 SetTimer(nextInterval); 159 SetTimer(nextInterval);
144 } 160 }
145 161
146 public int DoOneNotice() 162 public int DoOneNotice(bool sendOut)
147 { 163 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 164 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 165 {
166 CreateMarkerFile();
150 m_Scene.RestartNow(); 167 m_Scene.RestartNow();
151 return 0; 168 return 0;
152 } 169 }
@@ -167,34 +184,37 @@ namespace OpenSim.Region.CoreModules.World.Region
167 184
168 m_Alerts.RemoveAt(0); 185 m_Alerts.RemoveAt(0);
169 186
170 int minutes = currentAlert / 60; 187 if (sendOut)
171 string currentAlertString = String.Empty;
172 if (minutes > 0)
173 { 188 {
174 if (minutes == 1) 189 int minutes = currentAlert / 60;
175 currentAlertString += "1 minute"; 190 string currentAlertString = String.Empty;
176 else 191 if (minutes > 0)
177 currentAlertString += String.Format("{0} minutes", minutes); 192 {
193 if (minutes == 1)
194 currentAlertString += "1 minute";
195 else
196 currentAlertString += String.Format("{0} minutes", minutes);
197 if ((currentAlert % 60) != 0)
198 currentAlertString += " and ";
199 }
178 if ((currentAlert % 60) != 0) 200 if ((currentAlert % 60) != 0)
179 currentAlertString += " and "; 201 {
180 } 202 int seconds = currentAlert % 60;
181 if ((currentAlert % 60) != 0) 203 if (seconds == 1)
182 { 204 currentAlertString += "1 second";
183 int seconds = currentAlert % 60; 205 else
184 if (seconds == 1) 206 currentAlertString += String.Format("{0} seconds", seconds);
185 currentAlertString += "1 second"; 207 }
186 else
187 currentAlertString += String.Format("{0} seconds", seconds);
188 }
189 208
190 string msg = String.Format(m_Message, currentAlertString); 209 string msg = String.Format(m_Message, currentAlertString);
191 210
192 if (m_DialogModule != null && msg != String.Empty) 211 if (m_DialogModule != null && msg != String.Empty)
193 { 212 {
194 if (m_Notice) 213 if (m_Notice)
195 m_DialogModule.SendGeneralAlert(msg); 214 m_DialogModule.SendGeneralAlert(msg);
196 else 215 else
197 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg); 216 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg);
217 }
198 } 218 }
199 219
200 return currentAlert - nextAlert; 220 return currentAlert - nextAlert;
@@ -211,7 +231,25 @@ namespace OpenSim.Region.CoreModules.World.Region
211 231
212 private void OnTimer(object source, ElapsedEventArgs e) 232 private void OnTimer(object source, ElapsedEventArgs e)
213 { 233 {
214 int nextInterval = DoOneNotice(); 234 int nextInterval = DoOneNotice(true);
235
236 SetTimer(nextInterval);
237 }
238
239 public void DelayRestart(int seconds, string message)
240 {
241 if (m_CountdownTimer == null)
242 return;
243
244 m_CountdownTimer.Stop();
245 m_CountdownTimer = null;
246
247 m_Alerts = new List<int>(m_CurrentAlerts);
248 m_Alerts.Add(seconds);
249 m_Alerts.Sort();
250 m_Alerts.Reverse();
251
252 int nextInterval = DoOneNotice(false);
215 253
216 SetTimer(nextInterval); 254 SetTimer(nextInterval);
217 } 255 }
@@ -225,6 +263,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 263 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 264 m_DialogModule.SendGeneralAlert(message);
227 } 265 }
266 if (m_MarkerPath != String.Empty)
267 File.Delete(Path.Combine(m_MarkerPath,
268 m_Scene.RegionInfo.RegionID.ToString()));
228 } 269 }
229 270
230 private void HandleRegionRestart(string module, string[] args) 271 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +307,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 307
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 308 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 309 }
310
311 protected void CreateMarkerFile()
312 {
313 if (m_MarkerPath == String.Empty)
314 return;
315
316 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
317 try
318 {
319 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
320 FileStream fs = File.Create(path);
321 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
322 Byte[] buf = enc.GetBytes(pidstring);
323 fs.Write(buf, 0, buf.Length);
324 fs.Close();
325 }
326 catch (Exception)
327 {
328 }
329 }
269 } 330 }
270} 331}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 3f848ed..402b9fb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 9002a9f..3c48d07 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -63,6 +63,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
63 private bool m_useAntiAliasing = false; // TODO: Make this a config option 63 private bool m_useAntiAliasing = false; // TODO: Make this a config option
64 private bool m_Enabled = false; 64 private bool m_Enabled = false;
65 65
66 private Bitmap lastImage = null;
67 private DateTime lastImageTime = DateTime.MinValue;
68
66 #region IRegionModule Members 69 #region IRegionModule Members
67 70
68 public void Initialise(IConfigSource source) 71 public void Initialise(IConfigSource source)
@@ -85,14 +88,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
85 88
86 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 89 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
87 if (renderers.Count > 0) 90 if (renderers.Count > 0)
88 { 91 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
89 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
90 m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
91 }
92 else 92 else
93 { 93 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
94 m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
95 }
96 94
97 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 95 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
98 } 96 }
@@ -125,9 +123,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
125 123
126 public Bitmap CreateMapTile() 124 public Bitmap CreateMapTile()
127 { 125 {
126 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
127 {
128 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
129 }
130
131 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
132 if (renderers.Count > 0)
133 {
134 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
135 }
136
128 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 137 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
129 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 138 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
130 return CreateMapTile(viewport, false); 139 Bitmap tile = CreateMapTile(viewport, false);
140 m_primMesher = null;
141
142 lastImage = tile;
143 lastImageTime = DateTime.Now;
144 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
131 } 145 }
132 146
133 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 147 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -673,4 +687,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
673 return result; 687 return result;
674 } 688 }
675 } 689 }
676} \ No newline at end of file 690}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..2417b1a 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,90 +86,93 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 Util.FireAndForget(x =>
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 if (mapName.Length < 2)
92 return; 92 {
93 } 93 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
94 return;
95 }
94 96
95 //m_log.DebugFormat("MAP NAME=({0})", mapName); 97 //m_log.DebugFormat("MAP NAME=({0})", mapName);
96 98
97 // Hack to get around the fact that ll V3 now drops the port from the 99 // Hack to get around the fact that ll V3 now drops the port from the
98 // map name. See https://jira.secondlife.com/browse/VWR-28570 100 // map name. See https://jira.secondlife.com/browse/VWR-28570
99 // 101 //
100 // Caller, use this magic form instead: 102 // Caller, use this magic form instead:
101 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128 103 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128
102 // or url encode if possible. 104 // or url encode if possible.
103 // the hacks we do with this viewer... 105 // the hacks we do with this viewer...
104 // 106 //
105 string mapNameOrig = mapName; 107 string mapNameOrig = mapName;
106 if (mapName.Contains("|")) 108 if (mapName.Contains("|"))
107 mapName = mapName.Replace('|', ':'); 109 mapName = mapName.Replace('|', ':');
108 if (mapName.Contains("+")) 110 if (mapName.Contains("+"))
109 mapName = mapName.Replace('+', ' '); 111 mapName = mapName.Replace('+', ' ');
110 if (mapName.Contains("!")) 112 if (mapName.Contains("!"))
111 mapName = mapName.Replace('!', '/'); 113 mapName = mapName.Replace('!', '/');
112 114
113 // try to fetch from GridServer 115 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 116 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 117 // if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 118 // remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 119
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 120 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 121 List<MapBlockData> blocks = new List<MapBlockData>();
120 122
121 MapBlockData data; 123 MapBlockData data;
122 if (regionInfos.Count > 0) 124 if (regionInfos.Count > 0)
123 {
124 foreach (GridRegion info in regionInfos)
125 { 125 {
126 data = new MapBlockData(); 126 foreach (GridRegion info in regionInfos)
127 data.Agents = 0; 127 {
128 data.Access = info.Access; 128 data = new MapBlockData();
129 if (flags == 2) // V2 sends this 129 data.Agents = 0;
130 data.MapImageId = UUID.Zero; 130 data.Access = info.Access;
131 else 131 if (flags == 2) // V2 sends this
132 data.MapImageId = info.TerrainImage; 132 data.MapImageId = UUID.Zero;
133 // ugh! V2-3 is very sensitive about the result being 133 else
134 // exactly the same as the requested name 134 data.MapImageId = info.TerrainImage;
135 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+")) 135 // ugh! V2-3 is very sensitive about the result being
136 data.Name = mapNameOrig; 136 // exactly the same as the requested name
137 else 137 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+"))
138 data.Name = info.RegionName; 138 data.Name = mapNameOrig;
139 data.RegionFlags = 0; // TODO not used? 139 else
140 data.WaterHeight = 0; // not used 140 data.Name = info.RegionName;
141 data.X = (ushort)(info.RegionLocX / Constants.RegionSize); 141 data.RegionFlags = 0; // TODO not used?
142 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize); 142 data.WaterHeight = 0; // not used
143 blocks.Add(data); 143 data.X = (ushort)(info.RegionLocX / Constants.RegionSize);
144 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize);
145 blocks.Add(data);
146 }
144 } 147 }
145 }
146 148
147 // final block, closing the search result 149 // final block, closing the search result
148 data = new MapBlockData(); 150 data = new MapBlockData();
149 data.Agents = 0; 151 data.Agents = 0;
150 data.Access = 255; 152 data.Access = 255;
151 data.MapImageId = UUID.Zero; 153 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 154 data.Name = mapName;
153 data.RegionFlags = 0; 155 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 156 data.WaterHeight = 0; // not used
155 data.X = 0; 157 data.X = 0;
156 data.Y = 0; 158 data.Y = 0;
157 blocks.Add(data); 159 blocks.Add(data);
158 160
159 // flags are agent flags sent from the viewer. 161 // flags are agent flags sent from the viewer.
160 // they have different values depending on different viewers, apparently 162 // they have different values depending on different viewers, apparently
161 remoteClient.SendMapBlock(blocks, flags); 163 remoteClient.SendMapBlock(blocks, flags);
162 164
163 // send extra user messages for V3 165 // send extra user messages for V3
164 // because the UI is very confusing 166 // because the UI is very confusing
165 // while we don't fix the hard-coded urls 167 // while we don't fix the hard-coded urls
166 if (flags == 2) 168 if (flags == 2)
167 { 169 {
168 if (regionInfos.Count == 0) 170 if (regionInfos.Count == 0)
169 remoteClient.SendAgentAlertMessage("No regions found with that name.", true); 171 remoteClient.SendAgentAlertMessage("No regions found with that name.", true);
170 else if (regionInfos.Count == 1) 172 else if (regionInfos.Count == 1)
171 remoteClient.SendAgentAlertMessage("Region found!", false); 173 remoteClient.SendAgentAlertMessage("Region found!", false);
172 } 174 }
175 });
173 } 176 }
174 177
175// private Scene GetClientScene(IClientAPI client) 178// private Scene GetClientScene(IClientAPI client)
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 724533b..309856f 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -63,7 +63,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
63 private static readonly UUID STOP_UUID = UUID.Random(); 63 private static readonly UUID STOP_UUID = UUID.Random();
64 private static readonly string m_mapLayerPath = "0001/"; 64 private static readonly string m_mapLayerPath = "0001/";
65 65
66 private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>(); 66 private ManualResetEvent queueEvent = new ManualResetEvent(false);
67 private Queue<MapRequestState> requests = new Queue<MapRequestState>();
68
69 private ManualResetEvent m_mapBlockRequestEvent = new ManualResetEvent(false);
70 private Dictionary<UUID, Queue<MapBlockRequestData>> m_mapBlockRequests = new Dictionary<UUID, Queue<MapBlockRequestData>>();
67 71
68 protected Scene m_scene; 72 protected Scene m_scene;
69 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>(); 73 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>();
@@ -71,7 +75,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
71 private int blacklistTimeout = 10*60*1000; // 10 minutes 75 private int blacklistTimeout = 10*60*1000; // 10 minutes
72 private byte[] myMapImageJPEG; 76 private byte[] myMapImageJPEG;
73 protected volatile bool m_Enabled = false; 77 protected volatile bool m_Enabled = false;
74 private Dictionary<UUID, MapRequestState> m_openRequests = new Dictionary<UUID, MapRequestState>();
75 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>(); 78 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>();
76 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>(); 79 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>();
77 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>(); 80 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>();
@@ -228,54 +231,54 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
228 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is 231 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
229 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. 232 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
230 233
231 if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048) 234 //if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
232 { 235 //{
233 ScenePresence avatarPresence = null; 236 // ScenePresence avatarPresence = null;
234 237
235 m_scene.TryGetScenePresence(agentID, out avatarPresence); 238 // m_scene.TryGetScenePresence(agentID, out avatarPresence);
236 239
237 if (avatarPresence != null) 240 // if (avatarPresence != null)
238 { 241 // {
239 bool lookup = false; 242 // bool lookup = false;
240 243
241 lock (cachedMapBlocks) 244 // lock (cachedMapBlocks)
242 { 245 // {
243 if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch())) 246 // if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch()))
244 { 247 // {
245 List<MapBlockData> mapBlocks; 248 // List<MapBlockData> mapBlocks;
246 249
247 mapBlocks = cachedMapBlocks; 250 // mapBlocks = cachedMapBlocks;
248 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 251 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
249 } 252 // }
250 else 253 // else
251 { 254 // {
252 lookup = true; 255 // lookup = true;
253 } 256 // }
254 } 257 // }
255 if (lookup) 258 // if (lookup)
256 { 259 // {
257 List<MapBlockData> mapBlocks = new List<MapBlockData>(); ; 260 // List<MapBlockData> mapBlocks = new List<MapBlockData>(); ;
258 261
259 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 262 // List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
260 (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize, 263 // (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize,
261 (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize, 264 // (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize,
262 (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize, 265 // (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize,
263 (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize); 266 // (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize);
264 foreach (GridRegion r in regions) 267 // foreach (GridRegion r in regions)
265 { 268 // {
266 MapBlockData block = new MapBlockData(); 269 // MapBlockData block = new MapBlockData();
267 MapBlockFromGridRegion(block, r, 0); 270 // MapBlockFromGridRegion(block, r, 0);
268 mapBlocks.Add(block); 271 // mapBlocks.Add(block);
269 } 272 // }
270 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 273 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
271 274
272 lock (cachedMapBlocks) 275 // lock (cachedMapBlocks)
273 cachedMapBlocks = mapBlocks; 276 // cachedMapBlocks = mapBlocks;
274 277
275 cachedTime = Util.UnixTimeSinceEpoch(); 278 // cachedTime = Util.UnixTimeSinceEpoch();
276 } 279 // }
277 } 280 // }
278 } 281 //}
279 282
280 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse(); 283 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse();
281 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse()); 284 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse());
@@ -302,8 +305,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
302 protected static OSDMapLayer GetOSDMapLayerResponse() 305 protected static OSDMapLayer GetOSDMapLayerResponse()
303 { 306 {
304 OSDMapLayer mapLayer = new OSDMapLayer(); 307 OSDMapLayer mapLayer = new OSDMapLayer();
305 mapLayer.Right = 5000; 308 mapLayer.Right = 2048;
306 mapLayer.Top = 5000; 309 mapLayer.Top = 2048;
307 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006"); 310 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006");
308 311
309 return mapLayer; 312 return mapLayer;
@@ -332,6 +335,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
332 { 335 {
333 m_rootAgents.Remove(AgentId); 336 m_rootAgents.Remove(AgentId);
334 } 337 }
338 lock (m_mapBlockRequestEvent)
339 {
340 if (m_mapBlockRequests.ContainsKey(AgentId))
341 m_mapBlockRequests.Remove(AgentId);
342 }
335 } 343 }
336 #endregion 344 #endregion
337 345
@@ -354,6 +362,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
354 ThreadPriority.BelowNormal, 362 ThreadPriority.BelowNormal,
355 true, 363 true,
356 true); 364 true);
365 Watchdog.StartThread(
366 MapBlockSendThread,
367 string.Format("MapBlockSendThread ({0})", m_scene.RegionInfo.RegionName),
368 ThreadPriority.BelowNormal,
369 true,
370 true);
357 } 371 }
358 372
359 /// <summary> 373 /// <summary>
@@ -369,7 +383,27 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
369 st.itemtype=0; 383 st.itemtype=0;
370 st.regionhandle=0; 384 st.regionhandle=0;
371 385
372 requests.Enqueue(st); 386 lock (requests)
387 {
388 queueEvent.Set();
389 requests.Enqueue(st);
390 }
391
392 MapBlockRequestData req = new MapBlockRequestData();
393
394 req.client = null;
395 req.minX = 0;
396 req.maxX = 0;
397 req.minY = 0;
398 req.maxY = 0;
399 req.flags = 0;
400
401 lock (m_mapBlockRequestEvent)
402 {
403 m_mapBlockRequests[UUID.Zero] = new Queue<MapBlockRequestData>();
404 m_mapBlockRequests[UUID.Zero].Enqueue(req);
405 m_mapBlockRequestEvent.Set();
406 }
373 } 407 }
374 408
375 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags, 409 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags,
@@ -525,7 +559,21 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
525 { 559 {
526 while (true) 560 while (true)
527 { 561 {
528 MapRequestState st = requests.Dequeue(1000); 562 MapRequestState st = new MapRequestState();
563 bool valid = false;
564 queueEvent.WaitOne();
565 lock (requests)
566 {
567 if (requests.Count > 0)
568 {
569 st = requests.Dequeue();
570 valid = true;
571 }
572 if (requests.Count == 0)
573 queueEvent.Reset();
574 }
575 if (!valid)
576 continue;
529 577
530 // end gracefully 578 // end gracefully
531 if (st.agentID == STOP_UUID) 579 if (st.agentID == STOP_UUID)
@@ -543,13 +591,13 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
543 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle)) 591 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle))
544 { 592 {
545 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break 593 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break
546 Thread.Sleep(80); 594 Thread.Sleep(100);
547 595
548 RequestMapItemsDelegate d = RequestMapItemsAsync;
549 d.BeginInvoke(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle, RequestMapItemsCompleted, null);
550 //OSDMap response = RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
551 //RequestMapItemsCompleted(response);
552 Interlocked.Increment(ref nAsyncRequests); 596 Interlocked.Increment(ref nAsyncRequests);
597 Util.FireAndForget(x =>
598 {
599 RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
600 });
553 } 601 }
554 } 602 }
555 603
@@ -571,110 +619,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
571 /// <param name="state"></param> 619 /// <param name="state"></param>
572 public void EnqueueMapItemRequest(MapRequestState state) 620 public void EnqueueMapItemRequest(MapRequestState state)
573 { 621 {
574 requests.Enqueue(state); 622 lock (requests)
575 }
576
577 /// <summary>
578 /// Sends the mapitem response to the IClientAPI
579 /// </summary>
580 /// <param name="response">The OSDMap Response for the mapitem</param>
581 private void RequestMapItemsCompleted(IAsyncResult iar)
582 {
583 AsyncResult result = (AsyncResult)iar;
584 RequestMapItemsDelegate icon = (RequestMapItemsDelegate)result.AsyncDelegate;
585
586 OSDMap response = (OSDMap)icon.EndInvoke(iar);
587
588 Interlocked.Decrement(ref nAsyncRequests);
589
590 if (!response.ContainsKey("requestID"))
591 return;
592
593 UUID requestID = response["requestID"].AsUUID();
594
595 if (requestID != UUID.Zero)
596 { 623 {
597 MapRequestState mrs = new MapRequestState(); 624 queueEvent.Set();
598 mrs.agentID = UUID.Zero; 625 requests.Enqueue(state);
599 lock (m_openRequests)
600 {
601 if (m_openRequests.ContainsKey(requestID))
602 {
603 mrs = m_openRequests[requestID];
604 m_openRequests.Remove(requestID);
605 }
606 }
607
608 if (mrs.agentID != UUID.Zero)
609 {
610 ScenePresence av = null;
611 m_scene.TryGetScenePresence(mrs.agentID, out av);
612 if (av != null)
613 {
614 if (response.ContainsKey(mrs.itemtype.ToString()))
615 {
616 List<mapItemReply> returnitems = new List<mapItemReply>();
617 OSDArray itemarray = (OSDArray)response[mrs.itemtype.ToString()];
618 for (int i = 0; i < itemarray.Count; i++)
619 {
620 OSDMap mapitem = (OSDMap)itemarray[i];
621 mapItemReply mi = new mapItemReply();
622 mi.x = (uint)mapitem["X"].AsInteger();
623 mi.y = (uint)mapitem["Y"].AsInteger();
624 mi.id = mapitem["ID"].AsUUID();
625 mi.Extra = mapitem["Extra"].AsInteger();
626 mi.Extra2 = mapitem["Extra2"].AsInteger();
627 mi.name = mapitem["Name"].AsString();
628 returnitems.Add(mi);
629 }
630 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), mrs.itemtype, mrs.flags);
631 }
632
633 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
634 uint itemtype = 7;
635
636 if (response.ContainsKey(itemtype.ToString()))
637 {
638 List<mapItemReply> returnitems = new List<mapItemReply>();
639 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
640 for (int i = 0; i < itemarray.Count; i++)
641 {
642 OSDMap mapitem = (OSDMap)itemarray[i];
643 mapItemReply mi = new mapItemReply();
644 mi.x = (uint)mapitem["X"].AsInteger();
645 mi.y = (uint)mapitem["Y"].AsInteger();
646 mi.id = mapitem["ID"].AsUUID();
647 mi.Extra = mapitem["Extra"].AsInteger();
648 mi.Extra2 = mapitem["Extra2"].AsInteger();
649 mi.name = mapitem["Name"].AsString();
650 returnitems.Add(mi);
651 }
652 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
653 }
654
655 // Service 1 (MAP_ITEM_TELEHUB)
656 itemtype = 1;
657
658 if (response.ContainsKey(itemtype.ToString()))
659 {
660 List<mapItemReply> returnitems = new List<mapItemReply>();
661 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
662 for (int i = 0; i < itemarray.Count; i++)
663 {
664 OSDMap mapitem = (OSDMap)itemarray[i];
665 mapItemReply mi = new mapItemReply();
666 mi.x = (uint)mapitem["X"].AsInteger();
667 mi.y = (uint)mapitem["Y"].AsInteger();
668 mi.id = mapitem["ID"].AsUUID();
669 mi.Extra = mapitem["Extra"].AsInteger();
670 mi.Extra2 = mapitem["Extra2"].AsInteger();
671 mi.name = mapitem["Name"].AsString();
672 returnitems.Add(mi);
673 }
674 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
675 }
676 }
677 }
678 } 626 }
679 } 627 }
680 628
@@ -701,8 +649,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
701 EnqueueMapItemRequest(st); 649 EnqueueMapItemRequest(st);
702 } 650 }
703 651
704 private delegate OSDMap RequestMapItemsDelegate(UUID id, uint flags,
705 uint EstateID, bool godlike, uint itemtype, ulong regionhandle);
706 /// <summary> 652 /// <summary>
707 /// Does the actual remote mapitem request 653 /// Does the actual remote mapitem request
708 /// This should be called from an asynchronous thread 654 /// This should be called from an asynchronous thread
@@ -717,7 +663,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
717 /// <param name="itemtype">passed in from packet</param> 663 /// <param name="itemtype">passed in from packet</param>
718 /// <param name="regionhandle">Region we're looking up</param> 664 /// <param name="regionhandle">Region we're looking up</param>
719 /// <returns></returns> 665 /// <returns></returns>
720 private OSDMap RequestMapItemsAsync(UUID id, uint flags, 666 private void RequestMapItemsAsync(UUID id, uint flags,
721 uint EstateID, bool godlike, uint itemtype, ulong regionhandle) 667 uint EstateID, bool godlike, uint itemtype, ulong regionhandle)
722 { 668 {
723// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype); 669// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype);
@@ -740,7 +686,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
740 } 686 }
741 687
742 if (blacklisted) 688 if (blacklisted)
743 return new OSDMap(); 689 {
690 Interlocked.Decrement(ref nAsyncRequests);
691 return;
692 }
744 693
745 UUID requestID = UUID.Random(); 694 UUID requestID = UUID.Random();
746 lock (m_cachedRegionMapItemsAddress) 695 lock (m_cachedRegionMapItemsAddress)
@@ -748,6 +697,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
748 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle)) 697 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle))
749 httpserver = m_cachedRegionMapItemsAddress[regionhandle]; 698 httpserver = m_cachedRegionMapItemsAddress[regionhandle];
750 } 699 }
700
751 if (httpserver.Length == 0) 701 if (httpserver.Length == 0)
752 { 702 {
753 uint x = 0, y = 0; 703 uint x = 0, y = 0;
@@ -792,18 +742,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
792 742
793 // Can't find the http server 743 // Can't find the http server
794 if (httpserver.Length == 0 || blacklisted) 744 if (httpserver.Length == 0 || blacklisted)
795 return new OSDMap(); 745 {
796 746 Interlocked.Decrement(ref nAsyncRequests);
797 MapRequestState mrs = new MapRequestState(); 747 return;
798 mrs.agentID = id; 748 }
799 mrs.EstateID = EstateID;
800 mrs.flags = flags;
801 mrs.godlike = godlike;
802 mrs.itemtype=itemtype;
803 mrs.regionhandle = regionhandle;
804
805 lock (m_openRequests)
806 m_openRequests.Add(requestID, mrs);
807 749
808 WebRequest mapitemsrequest = null; 750 WebRequest mapitemsrequest = null;
809 try 751 try
@@ -813,7 +755,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
813 catch (Exception e) 755 catch (Exception e)
814 { 756 {
815 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e); 757 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e);
816 return new OSDMap(); 758 Interlocked.Decrement(ref nAsyncRequests);
759 return;
817 } 760 }
818 761
819 mapitemsrequest.Method = "POST"; 762 mapitemsrequest.Method = "POST";
@@ -838,7 +781,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
838 catch (WebException ex) 781 catch (WebException ex)
839 { 782 {
840 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message); 783 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message);
841 responseMap["connect"] = OSD.FromBoolean(false);
842 lock (m_blacklistedurls) 784 lock (m_blacklistedurls)
843 { 785 {
844 if (!m_blacklistedurls.ContainsKey(httpserver)) 786 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -847,13 +789,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
847 789
848 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 790 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
849 791
850 return responseMap; 792 Interlocked.Decrement(ref nAsyncRequests);
793 return;
851 } 794 }
852 catch 795 catch
853 { 796 {
854 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 797 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
855 responseMap["connect"] = OSD.FromBoolean(false); 798 Interlocked.Decrement(ref nAsyncRequests);
856 return responseMap; 799 return;
857 } 800 }
858 finally 801 finally
859 { 802 {
@@ -874,12 +817,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
874 } 817 }
875 else 818 else
876 { 819 {
877 return new OSDMap(); 820 Interlocked.Decrement(ref nAsyncRequests);
821 return;
878 } 822 }
879 } 823 }
880 catch (WebException) 824 catch (WebException)
881 { 825 {
882 responseMap["connect"] = OSD.FromBoolean(false);
883 lock (m_blacklistedurls) 826 lock (m_blacklistedurls)
884 { 827 {
885 if (!m_blacklistedurls.ContainsKey(httpserver)) 828 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -888,19 +831,20 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
888 831
889 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 832 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
890 833
891 return responseMap; 834 Interlocked.Decrement(ref nAsyncRequests);
835 return;
892 } 836 }
893 catch 837 catch
894 { 838 {
895 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 839 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
896 responseMap["connect"] = OSD.FromBoolean(false);
897 lock (m_blacklistedregions) 840 lock (m_blacklistedregions)
898 { 841 {
899 if (!m_blacklistedregions.ContainsKey(regionhandle)) 842 if (!m_blacklistedregions.ContainsKey(regionhandle))
900 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 843 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
901 } 844 }
902 845
903 return responseMap; 846 Interlocked.Decrement(ref nAsyncRequests);
847 return;
904 } 848 }
905 finally 849 finally
906 { 850 {
@@ -919,14 +863,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
919 catch (Exception ex) 863 catch (Exception ex)
920 { 864 {
921 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message); 865 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message);
922 responseMap["connect"] = OSD.FromBoolean(false);
923 lock (m_blacklistedregions) 866 lock (m_blacklistedregions)
924 { 867 {
925 if (!m_blacklistedregions.ContainsKey(regionhandle)) 868 if (!m_blacklistedregions.ContainsKey(regionhandle))
926 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 869 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
927 } 870 }
928 871
929 return responseMap; 872 Interlocked.Decrement(ref nAsyncRequests);
873 return;
930 } 874 }
931 } 875 }
932 876
@@ -940,7 +884,78 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
940 } 884 }
941 } 885 }
942 886
943 return responseMap; 887 Interlocked.Decrement(ref nAsyncRequests);
888
889 if (id != UUID.Zero)
890 {
891 ScenePresence av = null;
892 m_scene.TryGetScenePresence(id, out av);
893 if (av != null)
894 {
895 if (responseMap.ContainsKey(itemtype.ToString()))
896 {
897 List<mapItemReply> returnitems = new List<mapItemReply>();
898 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
899 for (int i = 0; i < itemarray.Count; i++)
900 {
901 OSDMap mapitem = (OSDMap)itemarray[i];
902 mapItemReply mi = new mapItemReply();
903 mi.x = (uint)mapitem["X"].AsInteger();
904 mi.y = (uint)mapitem["Y"].AsInteger();
905 mi.id = mapitem["ID"].AsUUID();
906 mi.Extra = mapitem["Extra"].AsInteger();
907 mi.Extra2 = mapitem["Extra2"].AsInteger();
908 mi.name = mapitem["Name"].AsString();
909 returnitems.Add(mi);
910 }
911 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
912 }
913
914 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
915 itemtype = 7;
916
917 if (responseMap.ContainsKey(itemtype.ToString()))
918 {
919 List<mapItemReply> returnitems = new List<mapItemReply>();
920 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
921 for (int i = 0; i < itemarray.Count; i++)
922 {
923 OSDMap mapitem = (OSDMap)itemarray[i];
924 mapItemReply mi = new mapItemReply();
925 mi.x = (uint)mapitem["X"].AsInteger();
926 mi.y = (uint)mapitem["Y"].AsInteger();
927 mi.id = mapitem["ID"].AsUUID();
928 mi.Extra = mapitem["Extra"].AsInteger();
929 mi.Extra2 = mapitem["Extra2"].AsInteger();
930 mi.name = mapitem["Name"].AsString();
931 returnitems.Add(mi);
932 }
933 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
934 }
935
936 // Service 1 (MAP_ITEM_TELEHUB)
937 itemtype = 1;
938
939 if (responseMap.ContainsKey(itemtype.ToString()))
940 {
941 List<mapItemReply> returnitems = new List<mapItemReply>();
942 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
943 for (int i = 0; i < itemarray.Count; i++)
944 {
945 OSDMap mapitem = (OSDMap)itemarray[i];
946 mapItemReply mi = new mapItemReply();
947 mi.x = (uint)mapitem["X"].AsInteger();
948 mi.y = (uint)mapitem["Y"].AsInteger();
949 mi.id = mapitem["ID"].AsUUID();
950 mi.Extra = mapitem["Extra"].AsInteger();
951 mi.Extra2 = mapitem["Extra2"].AsInteger();
952 mi.name = mapitem["Name"].AsString();
953 returnitems.Add(mi);
954 }
955 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
956 }
957 }
958 }
944 } 959 }
945 960
946 /// <summary> 961 /// <summary>
@@ -950,7 +965,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
950 /// <param name="minY"></param> 965 /// <param name="minY"></param>
951 /// <param name="maxX"></param> 966 /// <param name="maxX"></param>
952 /// <param name="maxY"></param> 967 /// <param name="maxY"></param>
953 public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 968 public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
954 { 969 {
955 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag); 970 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag);
956 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible 971 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible
@@ -1003,21 +1018,91 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1003 1018
1004 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 1019 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1005 { 1020 {
1021 MapBlockRequestData req = new MapBlockRequestData();
1022
1023 req.client = remoteClient;
1024 req.minX = minX;
1025 req.maxX = maxX;
1026 req.minY = minY;
1027 req.maxY = maxY;
1028 req.flags = flag;
1029
1030 lock (m_mapBlockRequestEvent)
1031 {
1032 if (!m_mapBlockRequests.ContainsKey(remoteClient.AgentId))
1033 m_mapBlockRequests[remoteClient.AgentId] = new Queue<MapBlockRequestData>();
1034 m_mapBlockRequests[remoteClient.AgentId].Enqueue(req);
1035 m_mapBlockRequestEvent.Set();
1036 }
1037
1038 return new List<MapBlockData>();
1039 }
1040
1041 protected void MapBlockSendThread()
1042 {
1043 while (true)
1044 {
1045 List<MapBlockRequestData> thisRunData = new List<MapBlockRequestData>();
1046
1047 m_mapBlockRequestEvent.WaitOne();
1048 lock (m_mapBlockRequestEvent)
1049 {
1050 int total = 0;
1051 foreach (Queue<MapBlockRequestData> q in m_mapBlockRequests.Values)
1052 {
1053 if (q.Count > 0)
1054 thisRunData.Add(q.Dequeue());
1055
1056 total += q.Count;
1057 }
1058
1059 if (total == 0)
1060 m_mapBlockRequestEvent.Reset();
1061 }
1062
1063 foreach (MapBlockRequestData req in thisRunData)
1064 {
1065 // Null client stops thread
1066 if (req.client == null)
1067 return;
1068
1069 GetAndSendBlocksInternal(req.client, req.minX, req.minY, req.maxX, req.maxY, req.flags);
1070 }
1071
1072 Thread.Sleep(50);
1073 }
1074 }
1075
1076 protected virtual List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1077 {
1078 List<MapBlockData> allBlocks = new List<MapBlockData>();
1006 List<MapBlockData> mapBlocks = new List<MapBlockData>(); 1079 List<MapBlockData> mapBlocks = new List<MapBlockData>();
1007 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 1080 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
1008 (minX - 4) * (int)Constants.RegionSize, 1081 minX * (int)Constants.RegionSize,
1009 (maxX + 4) * (int)Constants.RegionSize, 1082 maxX * (int)Constants.RegionSize,
1010 (minY - 4) * (int)Constants.RegionSize, 1083 minY * (int)Constants.RegionSize,
1011 (maxY + 4) * (int)Constants.RegionSize); 1084 maxY * (int)Constants.RegionSize);
1085// (minX - 4) * (int)Constants.RegionSize,
1086// (maxX + 4) * (int)Constants.RegionSize,
1087// (minY - 4) * (int)Constants.RegionSize,
1088// (maxY + 4) * (int)Constants.RegionSize);
1012 foreach (GridRegion r in regions) 1089 foreach (GridRegion r in regions)
1013 { 1090 {
1014 MapBlockData block = new MapBlockData(); 1091 MapBlockData block = new MapBlockData();
1015 MapBlockFromGridRegion(block, r, flag); 1092 MapBlockFromGridRegion(block, r, flag);
1016 mapBlocks.Add(block); 1093 mapBlocks.Add(block);
1094 allBlocks.Add(block);
1095 if (mapBlocks.Count >= 10)
1096 {
1097 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1098 mapBlocks.Clear();
1099 Thread.Sleep(50);
1100 }
1017 } 1101 }
1018 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff); 1102 if (mapBlocks.Count > 0)
1103 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1019 1104
1020 return mapBlocks; 1105 return allBlocks;
1021 } 1106 }
1022 1107
1023 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag) 1108 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag)
@@ -1241,7 +1326,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1241 } 1326 }
1242 else 1327 else
1243 { 1328 {
1244 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1329 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1330 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1246 { 1331 {
1247 OSDMap responsemapdata = new OSDMap(); 1332 OSDMap responsemapdata = new OSDMap();
@@ -1417,6 +1502,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1417 { 1502 {
1418 m_rootAgents.Remove(avatar.UUID); 1503 m_rootAgents.Remove(avatar.UUID);
1419 } 1504 }
1505
1506 lock (m_mapBlockRequestEvent)
1507 {
1508 if (m_mapBlockRequests.ContainsKey(avatar.UUID))
1509 m_mapBlockRequests.Remove(avatar.UUID);
1510 }
1420 } 1511 }
1421 1512
1422 public void OnRegionUp(GridRegion otherRegion) 1513 public void OnRegionUp(GridRegion otherRegion)
@@ -1461,9 +1552,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1461 Color background = Color.FromArgb(0, 0, 0, 0); 1552 Color background = Color.FromArgb(0, 0, 0, 0);
1462 SolidBrush transparent = new SolidBrush(background); 1553 SolidBrush transparent = new SolidBrush(background);
1463 Graphics g = Graphics.FromImage(overlay); 1554 Graphics g = Graphics.FromImage(overlay);
1464 g.FillRectangle(transparent, 0, 0, 256, 256); 1555 g.FillRectangle(transparent, 0, 0, 255, 255);
1465 1556
1466 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1557 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1558 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1467 1559
1468 foreach (ILandObject land in parcels) 1560 foreach (ILandObject land in parcels)
1469 { 1561 {
@@ -1471,8 +1563,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1471 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1563 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1472 { 1564 {
1473 landForSale = true; 1565 landForSale = true;
1566
1567 bool[,] landBitmap = land.GetLandBitmap();
1568
1569 for (int x = 0 ; x < 64 ; x++)
1570 {
1571 for (int y = 0 ; y < 64 ; y++)
1572 {
1573 if (landBitmap[x, y])
1574 {
1575 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1576
1577 if (x > 0)
1578 {
1579 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1580 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1581 }
1582 if (y > 0)
1583 {
1584 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1585 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1586 }
1587 if (x < 63)
1588 {
1589 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1590 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1591 }
1592 if (y < 63)
1593 {
1594 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1595 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1596 }
1597 }
1598 }
1599 }
1474 1600
1475 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1601 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1476 } 1602 }
1477 } 1603 }
1478 1604
@@ -1484,15 +1610,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1484 1610
1485 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1611 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1486 1612
1487 for (int x = 0 ; x < 64 ; x++)
1488 {
1489 for (int y = 0 ; y < 64 ; y++)
1490 {
1491 if (saleBitmap[x, y])
1492 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1493 }
1494 }
1495
1496 try 1613 try
1497 { 1614 {
1498 return OpenJPEG.EncodeFromImage(overlay, true); 1615 return OpenJPEG.EncodeFromImage(overlay, true);
@@ -1514,4 +1631,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1514 public uint itemtype; 1631 public uint itemtype;
1515 public ulong regionhandle; 1632 public ulong regionhandle;
1516 } 1633 }
1634
1635 public struct MapBlockRequestData
1636 {
1637 public IClientAPI client;
1638 public int minX;
1639 public int minY;
1640 public int maxX;
1641 public int maxY;
1642 public uint flags;
1643 }
1517} 1644}
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 351e603..410eda0 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -92,7 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces
92 /// <param name="itemID"></param> 93 /// <param name="itemID"></param>
93 /// <param name="AttachmentPt"></param> 94 /// <param name="AttachmentPt"></param>
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
96 101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
@@ -115,7 +120,6 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="grp">The attachment to detach.</param> 120 /// <param name="grp">The attachment to detach.</param>
116 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 121 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
117 122
118 /// <summary>
119 /// Update the position of an attachment. 123 /// Update the position of an attachment.
120 /// </summary> 124 /// </summary>
121 /// <param name="sog"></param> 125 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 8d62847..4274cbe 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -295,5 +297,6 @@ namespace OpenSim.Region.Framework.Interfaces
295 /// A <see cref="Dictionary`2"/> 297 /// A <see cref="Dictionary`2"/>
296 /// </returns> 298 /// </returns>
297 Dictionary<UUID, string> GetScriptStates(); 299 Dictionary<UUID, string> GetScriptStates();
300 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
298 } 301 }
299} 302}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 0fcafcc..ccb583d 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,5 +116,6 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
119 } 120 }
120} 121}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index e424976..d7c80f7 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index 4e74781..e8e375e 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Interfaces
103 /// <param name='msg'> 103 /// <param name='msg'>
104 /// Message. 104 /// Message.
105 /// </param> 105 /// </param>
106 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 106 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
107 107
108 /// <summary> 108 /// <summary>
109 /// Are there any listen events ready to be dispatched? 109 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
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// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 620b605..418904f 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -906,6 +910,26 @@ namespace OpenSim.Region.Framework.Scenes
906 } 910 }
907 } 911 }
908 } 912 }
913 public void TriggerTerrainUpdate()
914 {
915 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
916 if (handlerTerrainUpdate != null)
917 {
918 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
919 {
920 try
921 {
922 d();
923 }
924 catch (Exception e)
925 {
926 m_log.ErrorFormat(
927 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
928 e.Message, e.StackTrace);
929 }
930 }
931 }
932 }
909 933
910 public void TriggerTerrainTick() 934 public void TriggerTerrainTick()
911 { 935 {
@@ -1196,6 +1220,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 m_log.ErrorFormat( 1220 m_log.ErrorFormat(
1197 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1221 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1198 e.Message, e.StackTrace); 1222 e.Message, e.StackTrace);
1223 m_log.ErrorFormat(Environment.StackTrace);
1199 } 1224 }
1200 } 1225 }
1201 } 1226 }
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e413281..98b8fcc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -851,6 +848,24 @@ namespace OpenSim.Region.Framework.Scenes
851 } 848 }
852 849
853 /// <summary> 850 /// <summary>
851 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
852 /// </summary>
853 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
854 {
855 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
856 foreach (InventoryItemBase b in items)
857 {
858 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
859 InventoryItemBase n = InventoryService.GetItem(b);
860 n.Folder = destfolder;
861 moveitems.Add(n);
862 remoteClient.SendInventoryItemCreateUpdate(n, 0);
863 }
864
865 MoveInventoryItem(remoteClient, moveitems);
866 }
867
868 /// <summary>
854 /// Move an item within the agent's inventory. 869 /// Move an item within the agent's inventory.
855 /// </summary> 870 /// </summary>
856 /// <param name="remoteClient"></param> 871 /// <param name="remoteClient"></param>
@@ -1193,6 +1208,10 @@ namespace OpenSim.Region.Framework.Scenes
1193 { 1208 {
1194 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1209 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1195 1210
1211 // Can't move a null item
1212 if (itemId == UUID.Zero)
1213 return;
1214
1196 if (null == part) 1215 if (null == part)
1197 { 1216 {
1198 m_log.WarnFormat( 1217 m_log.WarnFormat(
@@ -1297,21 +1316,28 @@ namespace OpenSim.Region.Framework.Scenes
1297 return; 1316 return;
1298 } 1317 }
1299 1318
1300 if (part.OwnerID != destPart.OwnerID) 1319 // Can't transfer this
1320 //
1321 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1322 return;
1323
1324 bool overrideNoMod = false;
1325 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1326 overrideNoMod = true;
1327
1328 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1301 { 1329 {
1302 // Source must have transfer permissions 1330 // object cannot copy items to an object owned by a different owner
1303 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1331 // unless llAllowInventoryDrop has been called
1304 return;
1305 1332
1306 // Object cannot copy items to an object owned by a different owner 1333 return;
1307 // unless llAllowInventoryDrop has been called on the destination
1308 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1309 return;
1310 } 1334 }
1311 1335
1312 // must have both move and modify permission to put an item in an object 1336 // must have both move and modify permission to put an item in an object
1313 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1337 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1338 {
1314 return; 1339 return;
1340 }
1315 1341
1316 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1342 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1317 1343
@@ -1367,6 +1393,14 @@ namespace OpenSim.Region.Framework.Scenes
1367 1393
1368 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1394 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1369 { 1395 {
1396 SceneObjectPart destPart = GetSceneObjectPart(destID);
1397 if (destPart != null) // Move into a prim
1398 {
1399 foreach(UUID itemID in items)
1400 MoveTaskInventoryItem(destID, host, itemID);
1401 return destID; // Prim folder ID == prim ID
1402 }
1403
1370 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1404 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1371 1405
1372 UUID newFolderID = UUID.Random(); 1406 UUID newFolderID = UUID.Random();
@@ -1549,12 +1583,12 @@ namespace OpenSim.Region.Framework.Scenes
1549 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1583 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1550 remoteClient, part, transactionID, currentItem); 1584 remoteClient, part, transactionID, currentItem);
1551 1585
1552 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1586// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1553 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1587// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1554 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1588// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1555 remoteClient.SendAgentAlertMessage("Script saved", false); 1589// remoteClient.SendAgentAlertMessage("Script saved", false);
1556 else 1590// else
1557 remoteClient.SendAgentAlertMessage("Item saved", false); 1591// remoteClient.SendAgentAlertMessage("Item saved", false);
1558 } 1592 }
1559 1593
1560 // Base ALWAYS has move 1594 // Base ALWAYS has move
@@ -1737,7 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 } 1771 }
1738 1772
1739 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1773 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1740 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1774 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1741 agentID); 1775 agentID);
1742 AssetService.Store(asset); 1776 AssetService.Store(asset);
1743 1777
@@ -1893,23 +1927,32 @@ namespace OpenSim.Region.Framework.Scenes
1893 // build a list of eligible objects 1927 // build a list of eligible objects
1894 List<uint> deleteIDs = new List<uint>(); 1928 List<uint> deleteIDs = new List<uint>();
1895 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1929 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1896 1930 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1897 // Start with true for both, then remove the flags if objects
1898 // that we can't derez are part of the selection
1899 bool permissionToTake = true;
1900 bool permissionToTakeCopy = true;
1901 bool permissionToDelete = true;
1902 1931
1903 foreach (uint localID in localIDs) 1932 foreach (uint localID in localIDs)
1904 { 1933 {
1934 // Start with true for both, then remove the flags if objects
1935 // that we can't derez are part of the selection
1936 bool permissionToTake = true;
1937 bool permissionToTakeCopy = true;
1938 bool permissionToDelete = true;
1939
1905 // Invalid id 1940 // Invalid id
1906 SceneObjectPart part = GetSceneObjectPart(localID); 1941 SceneObjectPart part = GetSceneObjectPart(localID);
1907 if (part == null) 1942 if (part == null)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1908 continue; 1946 continue;
1947 }
1909 1948
1910 // Already deleted by someone else 1949 // Already deleted by someone else
1911 if (part.ParentGroup.IsDeleted) 1950 if (part.ParentGroup.IsDeleted)
1951 {
1952 //Client still thinks the object exists, kill it
1953 deleteIDs.Add(localID);
1912 continue; 1954 continue;
1955 }
1913 1956
1914 // Can't delete child prims 1957 // Can't delete child prims
1915 if (part != part.ParentGroup.RootPart) 1958 if (part != part.ParentGroup.RootPart)
@@ -1917,9 +1960,6 @@ namespace OpenSim.Region.Framework.Scenes
1917 1960
1918 SceneObjectGroup grp = part.ParentGroup; 1961 SceneObjectGroup grp = part.ParentGroup;
1919 1962
1920 deleteIDs.Add(localID);
1921 deleteGroups.Add(grp);
1922
1923 if (remoteClient == null) 1963 if (remoteClient == null)
1924 { 1964 {
1925 // Autoreturn has a null client. Nothing else does. So 1965 // Autoreturn has a null client. Nothing else does. So
@@ -1936,81 +1976,193 @@ namespace OpenSim.Region.Framework.Scenes
1936 } 1976 }
1937 else 1977 else
1938 { 1978 {
1939 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1979 if (action == DeRezAction.TakeCopy)
1980 {
1981 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1982 permissionToTakeCopy = false;
1983 }
1984 else
1985 {
1940 permissionToTakeCopy = false; 1986 permissionToTakeCopy = false;
1941 1987 }
1942 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1988 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1943 permissionToTake = false; 1989 permissionToTake = false;
1944 1990
1945 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1991 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1946 permissionToDelete = false; 1992 permissionToDelete = false;
1947 } 1993 }
1948 }
1949 1994
1950 // Handle god perms 1995 // Handle god perms
1951 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1996 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1952 { 1997 {
1953 permissionToTake = true; 1998 permissionToTake = true;
1954 permissionToTakeCopy = true; 1999 permissionToTakeCopy = true;
1955 permissionToDelete = true; 2000 permissionToDelete = true;
1956 } 2001 }
1957 2002
1958 // If we're re-saving, we don't even want to delete 2003 // If we're re-saving, we don't even want to delete
1959 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2004 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1960 permissionToDelete = false; 2005 permissionToDelete = false;
1961 2006
1962 // if we want to take a copy, we also don't want to delete 2007 // if we want to take a copy, we also don't want to delete
1963 // Note: after this point, the permissionToTakeCopy flag 2008 // Note: after this point, the permissionToTakeCopy flag
1964 // becomes irrelevant. It already includes the permissionToTake 2009 // becomes irrelevant. It already includes the permissionToTake
1965 // permission and after excluding no copy items here, we can 2010 // permission and after excluding no copy items here, we can
1966 // just use that. 2011 // just use that.
1967 if (action == DeRezAction.TakeCopy) 2012 if (action == DeRezAction.TakeCopy)
1968 { 2013 {
1969 // If we don't have permission, stop right here 2014 // If we don't have permission, stop right here
1970 if (!permissionToTakeCopy) 2015 if (!permissionToTakeCopy)
1971 return; 2016 return;
1972 2017
1973 permissionToTake = true; 2018 permissionToTake = true;
1974 // Don't delete 2019 // Don't delete
1975 permissionToDelete = false; 2020 permissionToDelete = false;
1976 } 2021 }
1977 2022
1978 if (action == DeRezAction.Return) 2023 if (action == DeRezAction.Return)
1979 {
1980 if (remoteClient != null)
1981 { 2024 {
1982 if (Permissions.CanReturnObjects( 2025 if (remoteClient != null)
1983 null,
1984 remoteClient.AgentId,
1985 deleteGroups))
1986 { 2026 {
1987 permissionToTake = true; 2027 if (Permissions.CanReturnObjects(
1988 permissionToDelete = true; 2028 null,
1989 2029 remoteClient.AgentId,
1990 foreach (SceneObjectGroup g in deleteGroups) 2030 deleteGroups))
1991 { 2031 {
1992 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2032 permissionToTake = true;
2033 permissionToDelete = true;
2034
2035 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1993 } 2036 }
1994 } 2037 }
2038 else // Auto return passes through here with null agent
2039 {
2040 permissionToTake = true;
2041 permissionToDelete = true;
2042 }
1995 } 2043 }
1996 else // Auto return passes through here with null agent 2044
2045 if (permissionToTake && (!permissionToDelete))
2046 takeGroups.Add(grp);
2047
2048 if (permissionToDelete)
1997 { 2049 {
1998 permissionToTake = true; 2050 if (permissionToTake)
1999 permissionToDelete = true; 2051 deleteGroups.Add(grp);
2052 deleteIDs.Add(grp.LocalId);
2000 } 2053 }
2001 } 2054 }
2002 2055
2003 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2056 SendKillObject(deleteIDs);
2057
2058 if (deleteGroups.Count > 0)
2004 { 2059 {
2060 foreach (SceneObjectGroup g in deleteGroups)
2061 deleteIDs.Remove(g.LocalId);
2062
2005 m_asyncSceneObjectDeleter.DeleteToInventory( 2063 m_asyncSceneObjectDeleter.DeleteToInventory(
2006 action, destinationID, deleteGroups, remoteClient, 2064 action, destinationID, deleteGroups, remoteClient,
2007 permissionToDelete); 2065 true);
2008 } 2066 }
2009 else if (permissionToDelete) 2067 if (takeGroups.Count > 0)
2068 {
2069 m_asyncSceneObjectDeleter.DeleteToInventory(
2070 action, destinationID, takeGroups, remoteClient,
2071 false);
2072 }
2073 if (deleteIDs.Count > 0)
2010 { 2074 {
2011 foreach (SceneObjectGroup g in deleteGroups) 2075 foreach (SceneObjectGroup g in deleteGroups)
2012 DeleteSceneObject(g, false); 2076 DeleteSceneObject(g, true);
2077 }
2078 }
2079
2080 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2081 {
2082 itemID = UUID.Zero;
2083 if (grp != null)
2084 {
2085 Vector3 inventoryStoredPosition = new Vector3
2086 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2087 ? 250
2088 : grp.AbsolutePosition.X)
2089 ,
2090 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2091 ? 250
2092 : grp.AbsolutePosition.X,
2093 grp.AbsolutePosition.Z);
2094
2095 Vector3 originalPosition = grp.AbsolutePosition;
2096
2097 grp.AbsolutePosition = inventoryStoredPosition;
2098
2099 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2100
2101 grp.AbsolutePosition = originalPosition;
2102
2103 AssetBase asset = CreateAsset(
2104 grp.GetPartName(grp.LocalId),
2105 grp.GetPartDescription(grp.LocalId),
2106 (sbyte)AssetType.Object,
2107 Utils.StringToBytes(sceneObjectXml),
2108 remoteClient.AgentId);
2109 AssetService.Store(asset);
2110
2111 InventoryItemBase item = new InventoryItemBase();
2112 item.CreatorId = grp.RootPart.CreatorID.ToString();
2113 item.CreatorData = grp.RootPart.CreatorData;
2114 item.Owner = remoteClient.AgentId;
2115 item.ID = UUID.Random();
2116 item.AssetID = asset.FullID;
2117 item.Description = asset.Description;
2118 item.Name = asset.Name;
2119 item.AssetType = asset.Type;
2120 item.InvType = (int)InventoryType.Object;
2121
2122 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2123 if (folder != null)
2124 item.Folder = folder.ID;
2125 else // oopsies
2126 item.Folder = UUID.Zero;
2127
2128 // Set up base perms properly
2129 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2130 permsBase &= grp.RootPart.BaseMask;
2131 permsBase |= (uint)PermissionMask.Move;
2132
2133 // Make sure we don't lock it
2134 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2135
2136 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2137 {
2138 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2139 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2143 }
2144 else
2145 {
2146 item.BasePermissions = permsBase;
2147 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2148 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2149 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2150 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2151 }
2152 item.CreationDate = Util.UnixTimeSinceEpoch();
2153
2154 // sets itemID so client can show item as 'attached' in inventory
2155 grp.FromItemID = item.ID;
2156
2157 if (AddInventoryItem(item))
2158 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2159 else
2160 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2161
2162 itemID = item.ID;
2163 return item.AssetID;
2013 } 2164 }
2165 return UUID.Zero;
2014 } 2166 }
2015 2167
2016 /// <summary> 2168 /// <summary>
@@ -2139,6 +2291,9 @@ namespace OpenSim.Region.Framework.Scenes
2139 2291
2140 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2292 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2141 { 2293 {
2294 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2295 return;
2296
2142 SceneObjectPart part = GetSceneObjectPart(objectID); 2297 SceneObjectPart part = GetSceneObjectPart(objectID);
2143 if (part == null) 2298 if (part == null)
2144 return; 2299 return;
@@ -2195,7 +2350,10 @@ namespace OpenSim.Region.Framework.Scenes
2195 } 2350 }
2196 else 2351 else
2197 { 2352 {
2198 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2353 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2354 continue;
2355
2356 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2199 continue; 2357 continue;
2200 2358
2201 if (sog.GroupID != groupID) 2359 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..431b903 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,9 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 UUID fromID, bool fromAgent, bool broadcast, UUID destination)
43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
44 { 43 {
45 OSChatMessage args = new OSChatMessage(); 44 OSChatMessage args = new OSChatMessage();
46 45
@@ -50,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
50 args.Position = fromPos; 49 args.Position = fromPos;
51 args.SenderUUID = fromID; 50 args.SenderUUID = fromID;
52 args.Scene = this; 51 args.Scene = this;
52 args.Destination = destination;
53 53
54 if (fromAgent) 54 if (fromAgent)
55 { 55 {
@@ -64,18 +64,18 @@ namespace OpenSim.Region.Framework.Scenes
64 } 64 }
65 65
66 args.From = fromName; 66 args.From = fromName;
67 args.TargetUUID = targetID; 67 //args.
68 68
69 if (broadcast) 69 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
71 else 71 else
72 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
73 } 73 }
74 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 76 UUID fromID, bool fromAgent, bool broadcast)
77 { 77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); 78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero);
79 } 79 }
80 80
81 /// <summary> 81 /// <summary>
@@ -115,19 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 { 115 {
116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
117 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
131 118
132 /// <summary> 119 /// <summary>
133 /// Invoked when the client requests a prim. 120 /// Invoked when the client requests a prim.
@@ -149,27 +136,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 136 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 137 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 138 {
139 /*
140 SceneObjectPart part = GetSceneObjectPart(primLocalID);
141
142 if (null == part)
143 return;
144
145 if (part.IsRoot)
146 {
147 SceneObjectGroup sog = part.ParentGroup;
148 sog.SendPropertiesToClient(remoteClient);
149
150 // A prim is only tainted if it's allowed to be edited by the person clicking it.
151 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
152 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
153 {
154 sog.IsSelected = true;
155 EventManager.TriggerParcelPrimCountTainted();
156 }
157 }
158 else
159 {
160 part.SendPropertiesToClient(remoteClient);
161 }
162 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 163 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 164
154 if (null == part) 165 if (null == part)
155 return; 166 return;
156 167
157 if (part.IsRoot) 168 SceneObjectGroup sog = part.ParentGroup;
158 { 169 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 170 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 171
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 172 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 173
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 174 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 175 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 176 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 177 {
172 part.SendPropertiesToClient(remoteClient); 178 part.IsSelected = true;
179 EventManager.TriggerParcelPrimCountTainted();
173 } 180 }
174 } 181 }
175 182
@@ -222,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 229 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 230 if (part == null)
224 return; 231 return;
225 232 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 233 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 234 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 235 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 242 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 243 // TODO: Make selection flagging per prim!
237 // 244 //
238 part.ParentGroup.IsSelected = false; 245 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
246 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
247 part.ParentGroup.IsSelected = false;
239 248
240 if (part.ParentGroup.IsAttachment) 249 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 250 isAttachment = true;
@@ -255,6 +264,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 264 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 265 EventManager.TriggerParcelPrimCountTainted();
257 } 266 }
267 */
268
269 bool oldgprSelect = part.ParentGroup.IsSelected;
270
271 // This is wrong, wrong, wrong. Selection should not be
272 // handled by group, but by prim. Legacy cruft.
273 // TODO: Make selection flagging per prim!
274 //
275 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
276 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
277 {
278 part.IsSelected = false;
279 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
280 EventManager.TriggerParcelPrimCountTainted();
281 }
282
258 } 283 }
259 284
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 285 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6d8ee7b..645b3d5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.Framework.Scenes
127 // TODO: need to figure out how allow client agents but deny 127 // TODO: need to figure out how allow client agents but deny
128 // root agents when ACL denies access to root agent 128 // root agents when ACL denies access to root agent
129 public bool m_strictAccessControl = true; 129 public bool m_strictAccessControl = true;
130 public bool m_seeIntoBannedRegion = false;
130 public int MaxUndoCount = 5; 131 public int MaxUndoCount = 5;
131 132
132 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 133 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
@@ -143,12 +144,14 @@ namespace OpenSim.Region.Framework.Scenes
143 144
144 protected int m_splitRegionID; 145 protected int m_splitRegionID;
145 protected Timer m_restartWaitTimer = new Timer(); 146 protected Timer m_restartWaitTimer = new Timer();
147 protected Timer m_timerWatchdog = new Timer();
146 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 148 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
147 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 149 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
148 protected string m_simulatorVersion = "OpenSimulator Server"; 150 protected string m_simulatorVersion = "OpenSimulator Server";
149 protected ModuleLoader m_moduleLoader; 151 protected ModuleLoader m_moduleLoader;
150 protected AgentCircuitManager m_authenticateHandler; 152 protected AgentCircuitManager m_authenticateHandler;
151 protected SceneCommunicationService m_sceneGridService; 153 protected SceneCommunicationService m_sceneGridService;
154 protected ISnmpModule m_snmpService = null;
152 155
153 protected ISimulationDataService m_SimulationDataService; 156 protected ISimulationDataService m_SimulationDataService;
154 protected IEstateDataService m_EstateDataService; 157 protected IEstateDataService m_EstateDataService;
@@ -210,7 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
210 private int m_update_events = 1; 213 private int m_update_events = 1;
211 private int m_update_backup = 200; 214 private int m_update_backup = 200;
212 private int m_update_terrain = 50; 215 private int m_update_terrain = 50;
213// private int m_update_land = 1; 216 private int m_update_land = 10;
214 private int m_update_coarse_locations = 50; 217 private int m_update_coarse_locations = 50;
215 218
216 private int agentMS; 219 private int agentMS;
@@ -223,13 +226,13 @@ namespace OpenSim.Region.Framework.Scenes
223 private int backupMS; 226 private int backupMS;
224 private int terrainMS; 227 private int terrainMS;
225 private int landMS; 228 private int landMS;
226 private int spareMS;
227 229
228 /// <summary> 230 /// <summary>
229 /// Tick at which the last frame was processed. 231 /// Tick at which the last frame was processed.
230 /// </summary> 232 /// </summary>
231 private int m_lastFrameTick; 233 private int m_lastFrameTick;
232 234
235 public bool CombineRegions = false;
233 /// <summary> 236 /// <summary>
234 /// Tick at which the last maintenance run occurred. 237 /// Tick at which the last maintenance run occurred.
235 /// </summary> 238 /// </summary>
@@ -260,6 +263,11 @@ namespace OpenSim.Region.Framework.Scenes
260 /// </summary> 263 /// </summary>
261 private int m_LastLogin; 264 private int m_LastLogin;
262 265
266 private int m_lastIncoming;
267 private int m_lastOutgoing;
268 private int m_hbRestarts = 0;
269
270
263 /// <summary> 271 /// <summary>
264 /// Thread that runs the scene loop. 272 /// Thread that runs the scene loop.
265 /// </summary> 273 /// </summary>
@@ -275,7 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
275 private volatile bool m_shuttingDown; 283 private volatile bool m_shuttingDown;
276 284
277// private int m_lastUpdate; 285// private int m_lastUpdate;
278// private bool m_firstHeartbeat = true; 286 private bool m_firstHeartbeat = true;
279 287
280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 288 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
281 private bool m_reprioritizationEnabled = true; 289 private bool m_reprioritizationEnabled = true;
@@ -320,6 +328,19 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_sceneGridService; } 328 get { return m_sceneGridService; }
321 } 329 }
322 330
331 public ISnmpModule SnmpService
332 {
333 get
334 {
335 if (m_snmpService == null)
336 {
337 m_snmpService = RequestModuleInterface<ISnmpModule>();
338 }
339
340 return m_snmpService;
341 }
342 }
343
323 public ISimulationDataService SimulationDataService 344 public ISimulationDataService SimulationDataService
324 { 345 {
325 get 346 get
@@ -619,6 +640,8 @@ namespace OpenSim.Region.Framework.Scenes
619 m_SimulationDataService = simDataService; 640 m_SimulationDataService = simDataService;
620 m_EstateDataService = estateDataService; 641 m_EstateDataService = estateDataService;
621 m_regionHandle = RegionInfo.RegionHandle; 642 m_regionHandle = RegionInfo.RegionHandle;
643 m_lastIncoming = 0;
644 m_lastOutgoing = 0;
622 645
623 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 646 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
624 m_asyncSceneObjectDeleter.Enabled = true; 647 m_asyncSceneObjectDeleter.Enabled = true;
@@ -699,122 +722,131 @@ namespace OpenSim.Region.Framework.Scenes
699 722
700 // Region config overrides global config 723 // Region config overrides global config
701 // 724 //
702 if (m_config.Configs["Startup"] != null) 725 try
703 { 726 {
704 IConfig startupConfig = m_config.Configs["Startup"]; 727 if (m_config.Configs["Startup"] != null)
705
706 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
707
708 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
709 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
710 if (!m_useBackup)
711 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
712
713 //Animation states
714 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
715
716 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
717 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
718
719 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
720 if (RegionInfo.NonphysPrimMax > 0)
721 { 728 {
722 m_maxNonphys = RegionInfo.NonphysPrimMax; 729 IConfig startupConfig = m_config.Configs["Startup"];
723 }
724 730
725 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 731 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
726 732
727 if (RegionInfo.PhysPrimMax > 0) 733 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
728 { 734 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
729 m_maxPhys = RegionInfo.PhysPrimMax; 735 if (!m_useBackup)
730 } 736 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
731 737
732 // Here, if clamping is requested in either global or 738 //Animation states
733 // local config, it will be used 739 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
734 //
735 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
736 if (RegionInfo.ClampPrimSize)
737 {
738 m_clampPrimSize = true;
739 }
740 740
741 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 741 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
742 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 742 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
743 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
744 m_dontPersistBefore =
745 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
746 m_dontPersistBefore *= 10000000;
747 m_persistAfter =
748 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
749 m_persistAfter *= 10000000;
750 743
751 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 744 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
745 if (RegionInfo.NonphysPrimMax > 0)
746 {
747 m_maxNonphys = RegionInfo.NonphysPrimMax;
748 }
752 749
753 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 750 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
754 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
755 751
756 IConfig packetConfig = m_config.Configs["PacketPool"]; 752 if (RegionInfo.PhysPrimMax > 0)
757 if (packetConfig != null) 753 {
758 { 754 m_maxPhys = RegionInfo.PhysPrimMax;
759 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 755 }
760 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
761 }
762 756
763 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 757 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
758 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
764 759
765 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 760 // Here, if clamping is requested in either global or
766 if (m_generateMaptiles) 761 // local config, it will be used
767 { 762 //
768 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 763 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
769 if (maptileRefresh != 0) 764 if (RegionInfo.ClampPrimSize)
770 { 765 {
771 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 766 m_clampPrimSize = true;
772 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
773 m_mapGenerationTimer.AutoReset = true;
774 m_mapGenerationTimer.Start();
775 } 767 }
776 }
777 else
778 {
779 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
780 UUID tileID;
781 768
782 if (UUID.TryParse(tile, out tileID)) 769 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
770 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
771 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
772 m_dontPersistBefore =
773 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
774 m_dontPersistBefore *= 10000000;
775 m_persistAfter =
776 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
777 m_persistAfter *= 10000000;
778
779 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
780 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
781
782 IConfig packetConfig = m_config.Configs["PacketPool"];
783 if (packetConfig != null)
783 { 784 {
784 RegionInfo.RegionSettings.TerrainImageID = tileID; 785 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
786 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
785 } 787 }
786 }
787 788
788 string grant = startupConfig.GetString("AllowedClients", String.Empty); 789 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
789 if (grant.Length > 0) 790 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
790 { 791 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
791 foreach (string viewer in grant.Split('|')) 792
793 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
794 if (m_generateMaptiles)
792 { 795 {
793 m_AllowedViewers.Add(viewer.Trim().ToLower()); 796 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
797 if (maptileRefresh != 0)
798 {
799 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
800 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
801 m_mapGenerationTimer.AutoReset = true;
802 m_mapGenerationTimer.Start();
803 }
794 } 804 }
795 } 805 else
806 {
807 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
808 UUID tileID;
796 809
797 grant = startupConfig.GetString("BannedClients", String.Empty); 810 if (UUID.TryParse(tile, out tileID))
798 if (grant.Length > 0) 811 {
799 { 812 RegionInfo.RegionSettings.TerrainImageID = tileID;
800 foreach (string viewer in grant.Split('|')) 813 }
814 }
815
816 string grant = startupConfig.GetString("AllowedClients", String.Empty);
817 if (grant.Length > 0)
801 { 818 {
802 m_BannedViewers.Add(viewer.Trim().ToLower()); 819 foreach (string viewer in grant.Split(','))
820 {
821 m_AllowedViewers.Add(viewer.Trim().ToLower());
822 }
803 } 823 }
804 }
805 824
806 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 825 grant = startupConfig.GetString("BannedClients", String.Empty);
807 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 826 if (grant.Length > 0)
808 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 827 {
809 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 828 foreach (string viewer in grant.Split(','))
810 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 829 {
811 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 830 m_BannedViewers.Add(viewer.Trim().ToLower());
812 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 831 }
813 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 832 }
814 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
815 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
816 833
817 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 834 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
835 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
836 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
837 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
838 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
839 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
840 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
841 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
842 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
843 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
844 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
845 }
846 }
847 catch (Exception e)
848 {
849 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
818 } 850 }
819 851
820 #endregion Region Config 852 #endregion Region Config
@@ -849,6 +881,8 @@ namespace OpenSim.Region.Framework.Scenes
849 StatsReporter = new SimStatsReporter(this); 881 StatsReporter = new SimStatsReporter(this);
850 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 882 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
851 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 883 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
884
885 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
852 } 886 }
853 887
854 public Scene(RegionInfo regInfo) : base(regInfo) 888 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1240,7 +1274,22 @@ namespace OpenSim.Region.Framework.Scenes
1240 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1274 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1241 if (m_heartbeatThread != null) 1275 if (m_heartbeatThread != null)
1242 { 1276 {
1277 m_hbRestarts++;
1278 if(m_hbRestarts > 10)
1279 Environment.Exit(1);
1280 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1281
1282//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1283//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1284//proc.EnableRaisingEvents=false;
1285//proc.StartInfo.FileName = "/bin/kill";
1286//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1287//proc.Start();
1288//proc.WaitForExit();
1289//Thread.Sleep(1000);
1290//Environment.Exit(1);
1243 m_heartbeatThread.Abort(); 1291 m_heartbeatThread.Abort();
1292 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1244 m_heartbeatThread = null; 1293 m_heartbeatThread = null;
1245 } 1294 }
1246// m_lastUpdate = Util.EnvironmentTickCount(); 1295// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1387,16 +1436,20 @@ namespace OpenSim.Region.Framework.Scenes
1387 endFrame = Frame + frames; 1436 endFrame = Frame + frames;
1388 1437
1389 float physicsFPS = 0f; 1438 float physicsFPS = 0f;
1390 int previousFrameTick, tmpMS; 1439 int tmpMS;
1391 int maintc = Util.EnvironmentTickCount(); 1440 int previousFrameTick;
1441 int maintc;
1442 int sleepMS;
1443 int framestart;
1392 1444
1393 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1445 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1394 { 1446 {
1447 framestart = Util.EnvironmentTickCount();
1395 ++Frame; 1448 ++Frame;
1396 1449
1397// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1450// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1398 1451
1399 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1452 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1400 1453
1401 try 1454 try
1402 { 1455 {
@@ -1448,6 +1501,7 @@ namespace OpenSim.Region.Framework.Scenes
1448 m_sceneGraph.UpdatePresences(); 1501 m_sceneGraph.UpdatePresences();
1449 1502
1450 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1503 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1504
1451 1505
1452 // Delete temp-on-rez stuff 1506 // Delete temp-on-rez stuff
1453 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1507 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1529,34 +1583,37 @@ namespace OpenSim.Region.Framework.Scenes
1529 1583
1530 Watchdog.UpdateThread(); 1584 Watchdog.UpdateThread();
1531 1585
1586 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1587
1588 StatsReporter.AddPhysicsFPS(physicsFPS);
1589 StatsReporter.AddTimeDilation(TimeDilation);
1590 StatsReporter.AddFPS(1);
1591
1592 StatsReporter.addAgentMS(agentMS);
1593 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1594 StatsReporter.addOtherMS(otherMS);
1595 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1596
1532 previousFrameTick = m_lastFrameTick; 1597 previousFrameTick = m_lastFrameTick;
1533 m_lastFrameTick = Util.EnvironmentTickCount(); 1598 m_lastFrameTick = Util.EnvironmentTickCount();
1534 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1599 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1535 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1600 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1536 1601
1602 m_firstHeartbeat = false;
1603
1604 sleepMS = Util.EnvironmentTickCount();
1605
1537 if (tmpMS > 0) 1606 if (tmpMS > 0)
1538 {
1539 Thread.Sleep(tmpMS); 1607 Thread.Sleep(tmpMS);
1540 spareMS += tmpMS;
1541 }
1542
1543 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1544 maintc = Util.EnvironmentTickCount();
1545 1608
1546 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1609 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1610 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1611 StatsReporter.addSleepMS(sleepMS);
1612 StatsReporter.addFrameMS(frameMS);
1547 1613
1548 // if (Frame%m_update_avatars == 0) 1614 // if (Frame%m_update_avatars == 0)
1549 // UpdateInWorldTime(); 1615 // UpdateInWorldTime();
1550 StatsReporter.AddPhysicsFPS(physicsFPS);
1551 StatsReporter.AddTimeDilation(TimeDilation);
1552 StatsReporter.AddFPS(1);
1553 1616
1554 StatsReporter.addFrameMS(frameMS);
1555 StatsReporter.addAgentMS(agentMS);
1556 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1557 StatsReporter.addOtherMS(otherMS);
1558 StatsReporter.AddSpareMS(spareMS);
1559 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1560 1617
1561 // Optionally warn if a frame takes double the amount of time that it should. 1618 // Optionally warn if a frame takes double the amount of time that it should.
1562 if (DebugUpdates 1619 if (DebugUpdates
@@ -1584,9 +1641,9 @@ namespace OpenSim.Region.Framework.Scenes
1584 1641
1585 private void CheckAtTargets() 1642 private void CheckAtTargets()
1586 { 1643 {
1587 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1644 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1588 lock (m_groupsWithTargets) 1645 lock (m_groupsWithTargets)
1589 objs = m_groupsWithTargets.Values; 1646 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1590 1647
1591 foreach (SceneObjectGroup entry in objs) 1648 foreach (SceneObjectGroup entry in objs)
1592 entry.checkAtTargets(); 1649 entry.checkAtTargets();
@@ -1667,7 +1724,7 @@ namespace OpenSim.Region.Framework.Scenes
1667 msg.fromAgentName = "Server"; 1724 msg.fromAgentName = "Server";
1668 msg.dialog = (byte)19; // Object msg 1725 msg.dialog = (byte)19; // Object msg
1669 msg.fromGroup = false; 1726 msg.fromGroup = false;
1670 msg.offline = (byte)0; 1727 msg.offline = (byte)1;
1671 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1728 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1672 msg.Position = Vector3.Zero; 1729 msg.Position = Vector3.Zero;
1673 msg.RegionID = RegionInfo.RegionID.Guid; 1730 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1889,6 +1946,19 @@ namespace OpenSim.Region.Framework.Scenes
1889 EventManager.TriggerPrimsLoaded(this); 1946 EventManager.TriggerPrimsLoaded(this);
1890 } 1947 }
1891 1948
1949 public bool SuportsRayCastFiltered()
1950 {
1951 if (PhysicsScene == null)
1952 return false;
1953 return PhysicsScene.SuportsRaycastWorldFiltered();
1954 }
1955
1956 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1957 {
1958 if (PhysicsScene == null)
1959 return null;
1960 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1961 }
1892 1962
1893 /// <summary> 1963 /// <summary>
1894 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1964 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1905,14 +1975,24 @@ namespace OpenSim.Region.Framework.Scenes
1905 /// <returns></returns> 1975 /// <returns></returns>
1906 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1976 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1907 { 1977 {
1978
1979 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1980 Vector3 wpos = Vector3.Zero;
1981 // Check for water surface intersection from above
1982 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1983 {
1984 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1985 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1986 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1987 wpos.Z = wheight;
1988 }
1989
1908 Vector3 pos = Vector3.Zero; 1990 Vector3 pos = Vector3.Zero;
1909 if (RayEndIsIntersection == (byte)1) 1991 if (RayEndIsIntersection == (byte)1)
1910 { 1992 {
1911 pos = RayEnd; 1993 pos = RayEnd;
1912 return pos;
1913 } 1994 }
1914 1995 else if (RayTargetID != UUID.Zero)
1915 if (RayTargetID != UUID.Zero)
1916 { 1996 {
1917 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1997 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1918 1998
@@ -1934,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
1934 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2014 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1935 2015
1936 // Un-comment out the following line to Get Raytrace results printed to the console. 2016 // Un-comment out the following line to Get Raytrace results printed to the console.
1937 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2017 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1938 float ScaleOffset = 0.5f; 2018 float ScaleOffset = 0.5f;
1939 2019
1940 // If we hit something 2020 // If we hit something
@@ -1957,13 +2037,10 @@ namespace OpenSim.Region.Framework.Scenes
1957 //pos.Z -= 0.25F; 2037 //pos.Z -= 0.25F;
1958 2038
1959 } 2039 }
1960
1961 return pos;
1962 } 2040 }
1963 else 2041 else
1964 { 2042 {
1965 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2043 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1966
1967 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2044 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1968 2045
1969 // Un-comment the following line to print the raytrace results to the console. 2046 // Un-comment the following line to print the raytrace results to the console.
@@ -1972,13 +2049,12 @@ namespace OpenSim.Region.Framework.Scenes
1972 if (ei.HitTF) 2049 if (ei.HitTF)
1973 { 2050 {
1974 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2051 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1975 } else 2052 }
2053 else
1976 { 2054 {
1977 // fall back to our stupid functionality 2055 // fall back to our stupid functionality
1978 pos = RayEnd; 2056 pos = RayEnd;
1979 } 2057 }
1980
1981 return pos;
1982 } 2058 }
1983 } 2059 }
1984 else 2060 else
@@ -1989,8 +2065,12 @@ namespace OpenSim.Region.Framework.Scenes
1989 //increase height so its above the ground. 2065 //increase height so its above the ground.
1990 //should be getting the normal of the ground at the rez point and using that? 2066 //should be getting the normal of the ground at the rez point and using that?
1991 pos.Z += scale.Z / 2f; 2067 pos.Z += scale.Z / 2f;
1992 return pos; 2068// return pos;
1993 } 2069 }
2070
2071 // check against posible water intercept
2072 if (wpos.Z > pos.Z) pos = wpos;
2073 return pos;
1994 } 2074 }
1995 2075
1996 2076
@@ -2079,7 +2159,10 @@ namespace OpenSim.Region.Framework.Scenes
2079 public bool AddRestoredSceneObject( 2159 public bool AddRestoredSceneObject(
2080 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2160 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2081 { 2161 {
2082 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2162 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2163 if (result)
2164 sceneObject.IsDeleted = false;
2165 return result;
2083 } 2166 }
2084 2167
2085 /// <summary> 2168 /// <summary>
@@ -2171,6 +2254,15 @@ namespace OpenSim.Region.Framework.Scenes
2171 /// </summary> 2254 /// </summary>
2172 public void DeleteAllSceneObjects() 2255 public void DeleteAllSceneObjects()
2173 { 2256 {
2257 DeleteAllSceneObjects(false);
2258 }
2259
2260 /// <summary>
2261 /// Delete every object from the scene. This does not include attachments worn by avatars.
2262 /// </summary>
2263 public void DeleteAllSceneObjects(bool exceptNoCopy)
2264 {
2265 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2174 lock (Entities) 2266 lock (Entities)
2175 { 2267 {
2176 EntityBase[] entities = Entities.GetEntities(); 2268 EntityBase[] entities = Entities.GetEntities();
@@ -2179,11 +2271,24 @@ namespace OpenSim.Region.Framework.Scenes
2179 if (e is SceneObjectGroup) 2271 if (e is SceneObjectGroup)
2180 { 2272 {
2181 SceneObjectGroup sog = (SceneObjectGroup)e; 2273 SceneObjectGroup sog = (SceneObjectGroup)e;
2182 if (!sog.IsAttachment) 2274 if (sog != null && !sog.IsAttachment)
2183 DeleteSceneObject((SceneObjectGroup)e, false); 2275 {
2276 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2277 {
2278 DeleteSceneObject((SceneObjectGroup)e, false);
2279 }
2280 else
2281 {
2282 toReturn.Add((SceneObjectGroup)e);
2283 }
2284 }
2184 } 2285 }
2185 } 2286 }
2186 } 2287 }
2288 if (toReturn.Count > 0)
2289 {
2290 returnObjects(toReturn.ToArray(), UUID.Zero);
2291 }
2187 } 2292 }
2188 2293
2189 /// <summary> 2294 /// <summary>
@@ -2235,6 +2340,8 @@ namespace OpenSim.Region.Framework.Scenes
2235 } 2340 }
2236 2341
2237 group.DeleteGroupFromScene(silent); 2342 group.DeleteGroupFromScene(silent);
2343 if (!silent)
2344 SendKillObject(new List<uint>() { group.LocalId });
2238 2345
2239// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2346// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2240 } 2347 }
@@ -2525,7 +2632,7 @@ namespace OpenSim.Region.Framework.Scenes
2525 // If the user is banned, we won't let any of their objects 2632 // If the user is banned, we won't let any of their objects
2526 // enter. Period. 2633 // enter. Period.
2527 // 2634 //
2528 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2635 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2529 { 2636 {
2530 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2637 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2531 return false; 2638 return false;
@@ -2533,6 +2640,8 @@ namespace OpenSim.Region.Framework.Scenes
2533 2640
2534 if (newPosition != Vector3.Zero) 2641 if (newPosition != Vector3.Zero)
2535 newObject.RootPart.GroupPosition = newPosition; 2642 newObject.RootPart.GroupPosition = newPosition;
2643 if (newObject.RootPart.KeyframeMotion != null)
2644 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2536 2645
2537 if (!AddSceneObject(newObject)) 2646 if (!AddSceneObject(newObject))
2538 { 2647 {
@@ -2577,6 +2686,23 @@ namespace OpenSim.Region.Framework.Scenes
2577 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2686 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2578 public bool AddSceneObject(SceneObjectGroup sceneObject) 2687 public bool AddSceneObject(SceneObjectGroup sceneObject)
2579 { 2688 {
2689 if (sceneObject.OwnerID == UUID.Zero)
2690 {
2691 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2692 return false;
2693 }
2694
2695 // If the user is banned, we won't let any of their objects
2696 // enter. Period.
2697 //
2698 int flags = GetUserFlags(sceneObject.OwnerID);
2699 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2700 {
2701 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2702
2703 return false;
2704 }
2705
2580 // Force allocation of new LocalId 2706 // Force allocation of new LocalId
2581 // 2707 //
2582 SceneObjectPart[] parts = sceneObject.Parts; 2708 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2610,16 +2736,27 @@ namespace OpenSim.Region.Framework.Scenes
2610 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2736 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2611 2737
2612 if (AttachmentsModule != null) 2738 if (AttachmentsModule != null)
2613 AttachmentsModule.AttachObject(sp, grp, 0, false); 2739 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2614 } 2740 }
2615 else 2741 else
2616 { 2742 {
2743 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2617 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2744 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2618 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2745 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2619 } 2746 }
2747 if (sceneObject.OwnerID == UUID.Zero)
2748 {
2749 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2750 return false;
2751 }
2620 } 2752 }
2621 else 2753 else
2622 { 2754 {
2755 if (sceneObject.OwnerID == UUID.Zero)
2756 {
2757 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2758 return false;
2759 }
2623 AddRestoredSceneObject(sceneObject, true, false); 2760 AddRestoredSceneObject(sceneObject, true, false);
2624 } 2761 }
2625 2762
@@ -2636,6 +2773,24 @@ namespace OpenSim.Region.Framework.Scenes
2636 return 2; // StateSource.PrimCrossing 2773 return 2; // StateSource.PrimCrossing
2637 } 2774 }
2638 2775
2776 public int GetUserFlags(UUID user)
2777 {
2778 //Unfortunately the SP approach means that the value is cached until region is restarted
2779 /*
2780 ScenePresence sp;
2781 if (TryGetScenePresence(user, out sp))
2782 {
2783 return sp.UserFlags;
2784 }
2785 else
2786 {
2787 */
2788 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2789 if (uac == null)
2790 return 0;
2791 return uac.UserFlags;
2792 //}
2793 }
2639 #endregion 2794 #endregion
2640 2795
2641 #region Add/Remove Avatar Methods 2796 #region Add/Remove Avatar Methods
@@ -2649,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
2649 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2804 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2650 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2805 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2651 2806
2652// CheckHeartbeat(); 2807 CheckHeartbeat();
2653 2808
2654 ScenePresence sp = GetScenePresence(client.AgentId); 2809 ScenePresence sp = GetScenePresence(client.AgentId);
2655 2810
@@ -2703,7 +2858,13 @@ namespace OpenSim.Region.Framework.Scenes
2703 2858
2704 EventManager.TriggerOnNewClient(client); 2859 EventManager.TriggerOnNewClient(client);
2705 if (vialogin) 2860 if (vialogin)
2861 {
2706 EventManager.TriggerOnClientLogin(client); 2862 EventManager.TriggerOnClientLogin(client);
2863 // Send initial parcel data
2864 Vector3 pos = sp.AbsolutePosition;
2865 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2866 land.SendLandUpdateToClient(client);
2867 }
2707 2868
2708 return sp; 2869 return sp;
2709 } 2870 }
@@ -2792,19 +2953,12 @@ namespace OpenSim.Region.Framework.Scenes
2792 // and the scene presence and the client, if they exist 2953 // and the scene presence and the client, if they exist
2793 try 2954 try
2794 { 2955 {
2795 // We need to wait for the client to make UDP contact first. 2956 ScenePresence sp = GetScenePresence(agentID);
2796 // It's the UDP contact that creates the scene presence 2957 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2797 ScenePresence sp = WaitGetScenePresence(agentID); 2958
2798 if (sp != null) 2959 if (sp != null)
2799 {
2800 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2801
2802 sp.ControllingClient.Close(); 2960 sp.ControllingClient.Close();
2803 } 2961
2804 else
2805 {
2806 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2807 }
2808 // BANG! SLASH! 2962 // BANG! SLASH!
2809 m_authenticateHandler.RemoveCircuit(agentID); 2963 m_authenticateHandler.RemoveCircuit(agentID);
2810 2964
@@ -2849,6 +3003,8 @@ namespace OpenSim.Region.Framework.Scenes
2849 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3003 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2850 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3004 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2851 3005
3006 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3007
2852 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3008 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2853 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3009 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2854 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3010 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2905,6 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
2905 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3061 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2906 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3062 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2907 client.OnCopyInventoryItem += CopyInventoryItem; 3063 client.OnCopyInventoryItem += CopyInventoryItem;
3064 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2908 client.OnMoveInventoryItem += MoveInventoryItem; 3065 client.OnMoveInventoryItem += MoveInventoryItem;
2909 client.OnRemoveInventoryItem += RemoveInventoryItem; 3066 client.OnRemoveInventoryItem += RemoveInventoryItem;
2910 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3067 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2976,6 +3133,8 @@ namespace OpenSim.Region.Framework.Scenes
2976 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3133 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2977 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3134 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2978 3135
3136 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3137
2979 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3138 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2980 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3139 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2981 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3140 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3078,7 +3237,7 @@ namespace OpenSim.Region.Framework.Scenes
3078 /// </summary> 3237 /// </summary>
3079 /// <param name="agentId">The avatar's Unique ID</param> 3238 /// <param name="agentId">The avatar's Unique ID</param>
3080 /// <param name="client">The IClientAPI for the client</param> 3239 /// <param name="client">The IClientAPI for the client</param>
3081 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3240 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3082 { 3241 {
3083 if (EntityTransferModule != null) 3242 if (EntityTransferModule != null)
3084 { 3243 {
@@ -3089,6 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
3089 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3248 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3090 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3249 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3091 } 3250 }
3251 return false;
3092 } 3252 }
3093 3253
3094 /// <summary> 3254 /// <summary>
@@ -3198,6 +3358,16 @@ namespace OpenSim.Region.Framework.Scenes
3198 /// <param name="flags"></param> 3358 /// <param name="flags"></param>
3199 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3359 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3200 { 3360 {
3361 //Add half the avatar's height so that the user doesn't fall through prims
3362 ScenePresence presence;
3363 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3364 {
3365 if (presence.Appearance != null)
3366 {
3367 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3368 }
3369 }
3370
3201 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3371 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3202 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3372 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3203 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3373 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3324,6 +3494,7 @@ namespace OpenSim.Region.Framework.Scenes
3324 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3494 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3325 3495
3326 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3496 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3497 m_log.Debug("[Scene] The avatar has left the building");
3327 } 3498 }
3328 catch (Exception e) 3499 catch (Exception e)
3329 { 3500 {
@@ -3525,13 +3696,16 @@ namespace OpenSim.Region.Framework.Scenes
3525 sp = null; 3696 sp = null;
3526 } 3697 }
3527 3698
3528 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3529 3699
3530 //On login test land permisions 3700 //On login test land permisions
3531 if (vialogin) 3701 if (vialogin)
3532 { 3702 {
3533 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3703 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3704 if (cache != null)
3705 cache.Remove(agent.firstname + " " + agent.lastname);
3706 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3534 { 3707 {
3708 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3535 return false; 3709 return false;
3536 } 3710 }
3537 } 3711 }
@@ -3554,9 +3728,15 @@ namespace OpenSim.Region.Framework.Scenes
3554 3728
3555 try 3729 try
3556 { 3730 {
3557 if (!AuthorizeUser(agent, out reason)) 3731 // Always check estate if this is a login. Always
3558 return false; 3732 // check if banned regions are to be blacked out.
3559 } catch (Exception e) 3733 if (vialogin || (!m_seeIntoBannedRegion))
3734 {
3735 if (!AuthorizeUser(agent, out reason))
3736 return false;
3737 }
3738 }
3739 catch (Exception e)
3560 { 3740 {
3561 m_log.ErrorFormat( 3741 m_log.ErrorFormat(
3562 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3742 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3687,6 +3867,8 @@ namespace OpenSim.Region.Framework.Scenes
3687 } 3867 }
3688 3868
3689 // Honor parcel landing type and position. 3869 // Honor parcel landing type and position.
3870 /*
3871 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3690 if (land != null) 3872 if (land != null)
3691 { 3873 {
3692 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3874 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3694,25 +3876,34 @@ namespace OpenSim.Region.Framework.Scenes
3694 agent.startpos = land.LandData.UserLocation; 3876 agent.startpos = land.LandData.UserLocation;
3695 } 3877 }
3696 } 3878 }
3879 */// This is now handled properly in ScenePresence.MakeRootAgent
3697 } 3880 }
3698 3881
3699 return true; 3882 return true;
3700 } 3883 }
3701 3884
3702 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3885 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3703 { 3886 {
3704 bool banned = land.IsBannedFromLand(agent.AgentID); 3887 reason = String.Empty;
3705 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3888 if (Permissions.IsGod(agentID))
3889 return true;
3890
3891 ILandObject land = LandChannel.GetLandObject(posX, posY);
3892 if (land == null)
3893 return false;
3894
3895 bool banned = land.IsBannedFromLand(agentID);
3896 bool restricted = land.IsRestrictedFromLand(agentID);
3706 3897
3707 if (banned || restricted) 3898 if (banned || restricted)
3708 { 3899 {
3709 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3900 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3710 if (nearestParcel != null) 3901 if (nearestParcel != null)
3711 { 3902 {
3712 //Move agent to nearest allowed 3903 //Move agent to nearest allowed
3713 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3904 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3714 agent.startpos.X = newPosition.X; 3905 posX = newPosition.X;
3715 agent.startpos.Y = newPosition.Y; 3906 posY = newPosition.Y;
3716 } 3907 }
3717 else 3908 else
3718 { 3909 {
@@ -3774,7 +3965,7 @@ namespace OpenSim.Region.Framework.Scenes
3774 3965
3775 if (!m_strictAccessControl) return true; 3966 if (!m_strictAccessControl) return true;
3776 if (Permissions.IsGod(agent.AgentID)) return true; 3967 if (Permissions.IsGod(agent.AgentID)) return true;
3777 3968
3778 if (AuthorizationService != null) 3969 if (AuthorizationService != null)
3779 { 3970 {
3780 if (!AuthorizationService.IsAuthorizedForRegion( 3971 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3789,7 +3980,7 @@ namespace OpenSim.Region.Framework.Scenes
3789 3980
3790 if (RegionInfo.EstateSettings != null) 3981 if (RegionInfo.EstateSettings != null)
3791 { 3982 {
3792 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 3983 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3793 { 3984 {
3794 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3985 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3795 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3986 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3979,6 +4170,15 @@ namespace OpenSim.Region.Framework.Scenes
3979 4170
3980 // XPTO: if this agent is not allowed here as root, always return false 4171 // XPTO: if this agent is not allowed here as root, always return false
3981 4172
4173 // We have to wait until the viewer contacts this region after receiving EAC.
4174 // That calls AddNewClient, which finally creates the ScenePresence
4175 int flags = GetUserFlags(cAgentData.AgentID);
4176 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4177 {
4178 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4179 return false;
4180 }
4181
3982 // TODO: This check should probably be in QueryAccess(). 4182 // TODO: This check should probably be in QueryAccess().
3983 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4183 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3984 if (nearestParcel == null) 4184 if (nearestParcel == null)
@@ -4072,12 +4272,22 @@ namespace OpenSim.Region.Framework.Scenes
4072 return false; 4272 return false;
4073 } 4273 }
4074 4274
4275 public bool IncomingCloseAgent(UUID agentID)
4276 {
4277 return IncomingCloseAgent(agentID, false);
4278 }
4279
4280 public bool IncomingCloseChildAgent(UUID agentID)
4281 {
4282 return IncomingCloseAgent(agentID, true);
4283 }
4284
4075 /// <summary> 4285 /// <summary>
4076 /// Tell a single agent to disconnect from the region. 4286 /// Tell a single agent to disconnect from the region.
4077 /// </summary> 4287 /// </summary>
4078 /// <param name="regionHandle"></param>
4079 /// <param name="agentID"></param> 4288 /// <param name="agentID"></param>
4080 public bool IncomingCloseAgent(UUID agentID) 4289 /// <param name="childOnly"></param>
4290 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4081 { 4291 {
4082 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4292 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4083 4293
@@ -4681,35 +4891,81 @@ namespace OpenSim.Region.Framework.Scenes
4681 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 4891 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4682 } 4892 }
4683 4893
4684 public int GetHealth() 4894 public int GetHealth(out int flags, out string message)
4685 { 4895 {
4686 // Returns: 4896 // Returns:
4687 // 1 = sim is up and accepting http requests. The heartbeat has 4897 // 1 = sim is up and accepting http requests. The heartbeat has
4688 // stopped and the sim is probably locked up, but a remote 4898 // stopped and the sim is probably locked up, but a remote
4689 // admin restart may succeed 4899 // admin restart may succeed
4690 // 4900 //
4691 // 2 = Sim is up and the heartbeat is running. The sim is likely 4901 // 2 = Sim is up and the heartbeat is running. The sim is likely
4692 // usable for people within and logins _may_ work 4902 // usable for people within
4903 //
4904 // 3 = Sim is up and one packet thread is running. Sim is
4905 // unstable and will not accept new logins
4906 //
4907 // 4 = Sim is up and both packet threads are running. Sim is
4908 // likely usable
4693 // 4909 //
4694 // 3 = We have seen a new user enter within the past 4 minutes 4910 // 5 = We have seen a new user enter within the past 4 minutes
4695 // which can be seen as positive confirmation of sim health 4911 // which can be seen as positive confirmation of sim health
4696 // 4912 //
4913
4914 flags = 0;
4915 message = String.Empty;
4916
4917 CheckHeartbeat();
4918
4919 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4920 {
4921 // We're still starting
4922 // 0 means "in startup", it can't happen another way, since
4923 // to get here, we must be able to accept http connections
4924 return 0;
4925 }
4926
4697 int health=1; // Start at 1, means we're up 4927 int health=1; // Start at 1, means we're up
4698 4928
4699 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4929 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4700 health += 1; 4930 {
4931 health+=1;
4932 flags |= 1;
4933 }
4934
4935 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4936 {
4937 health+=1;
4938 flags |= 2;
4939 }
4940
4941 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4942 {
4943 health+=1;
4944 flags |= 4;
4945 }
4701 else 4946 else
4947 {
4948int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4949System.Diagnostics.Process proc = new System.Diagnostics.Process();
4950proc.EnableRaisingEvents=false;
4951proc.StartInfo.FileName = "/bin/kill";
4952proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4953proc.Start();
4954proc.WaitForExit();
4955Thread.Sleep(1000);
4956Environment.Exit(1);
4957 }
4958
4959 if (flags != 7)
4702 return health; 4960 return health;
4703 4961
4704 // A login in the last 4 mins? We can't be doing too badly 4962 // A login in the last 4 mins? We can't be doing too badly
4705 // 4963 //
4706 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4964 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4707 health++; 4965 health++;
4708 else 4966 else
4709 return health; 4967 return health;
4710 4968
4711// CheckHeartbeat();
4712
4713 return health; 4969 return health;
4714 } 4970 }
4715 4971
@@ -4797,7 +5053,7 @@ namespace OpenSim.Region.Framework.Scenes
4797 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5053 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4798 if (wasUsingPhysics) 5054 if (wasUsingPhysics)
4799 { 5055 {
4800 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5056 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4801 } 5057 }
4802 } 5058 }
4803 5059
@@ -4896,14 +5152,14 @@ namespace OpenSim.Region.Framework.Scenes
4896 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5152 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4897 } 5153 }
4898 5154
4899// private void CheckHeartbeat() 5155 private void CheckHeartbeat()
4900// { 5156 {
4901// if (m_firstHeartbeat) 5157 if (m_firstHeartbeat)
4902// return; 5158 return;
4903// 5159
4904// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5160 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4905// StartTimer(); 5161 Start();
4906// } 5162 }
4907 5163
4908 public override ISceneObject DeserializeObject(string representation) 5164 public override ISceneObject DeserializeObject(string representation)
4909 { 5165 {
@@ -4915,9 +5171,14 @@ namespace OpenSim.Region.Framework.Scenes
4915 get { return m_allowScriptCrossings; } 5171 get { return m_allowScriptCrossings; }
4916 } 5172 }
4917 5173
4918 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5174 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4919 { 5175 {
4920 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5176 return GetNearestAllowedPosition(avatar, null);
5177 }
5178
5179 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5180 {
5181 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4921 5182
4922 if (nearestParcel != null) 5183 if (nearestParcel != null)
4923 { 5184 {
@@ -4926,10 +5187,7 @@ namespace OpenSim.Region.Framework.Scenes
4926 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5187 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4927 if (nearestPoint != null) 5188 if (nearestPoint != null)
4928 { 5189 {
4929// m_log.DebugFormat( 5190 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4930// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4931// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4932
4933 return nearestPoint.Value; 5191 return nearestPoint.Value;
4934 } 5192 }
4935 5193
@@ -4939,17 +5197,20 @@ namespace OpenSim.Region.Framework.Scenes
4939 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5197 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4940 if (nearestPoint != null) 5198 if (nearestPoint != null)
4941 { 5199 {
4942// m_log.DebugFormat( 5200 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4943// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4944
4945 return nearestPoint.Value; 5201 return nearestPoint.Value;
4946 } 5202 }
4947 5203
4948 //Ultimate backup if we have no idea where they are 5204 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4949// m_log.DebugFormat( 5205 if (dest != excludeParcel)
4950// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5206 {
5207 // Ultimate backup if we have no idea where they are and
5208 // the last allowed position was in another parcel
5209 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5210 return avatar.lastKnownAllowedPosition;
5211 }
4951 5212
4952 return avatar.lastKnownAllowedPosition; 5213 // else fall through to region edge
4953 } 5214 }
4954 5215
4955 //Go to the edge, this happens in teleporting to a region with no available parcels 5216 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4983,13 +5244,18 @@ namespace OpenSim.Region.Framework.Scenes
4983 5244
4984 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5245 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4985 { 5246 {
5247 return GetNearestAllowedParcel(avatarId, x, y, null);
5248 }
5249
5250 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5251 {
4986 List<ILandObject> all = AllParcels(); 5252 List<ILandObject> all = AllParcels();
4987 float minParcelDistance = float.MaxValue; 5253 float minParcelDistance = float.MaxValue;
4988 ILandObject nearestParcel = null; 5254 ILandObject nearestParcel = null;
4989 5255
4990 foreach (var parcel in all) 5256 foreach (var parcel in all)
4991 { 5257 {
4992 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5258 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4993 { 5259 {
4994 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5260 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4995 if (parcelDistance < minParcelDistance) 5261 if (parcelDistance < minParcelDistance)
@@ -5231,7 +5497,55 @@ namespace OpenSim.Region.Framework.Scenes
5231 mapModule.GenerateMaptile(); 5497 mapModule.GenerateMaptile();
5232 } 5498 }
5233 5499
5234 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5500// public void CleanDroppedAttachments()
5501// {
5502// List<SceneObjectGroup> objectsToDelete =
5503// new List<SceneObjectGroup>();
5504//
5505// lock (m_cleaningAttachments)
5506// {
5507// ForEachSOG(delegate (SceneObjectGroup grp)
5508// {
5509// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5510// {
5511// UUID agentID = grp.OwnerID;
5512// if (agentID == UUID.Zero)
5513// {
5514// objectsToDelete.Add(grp);
5515// return;
5516// }
5517//
5518// ScenePresence sp = GetScenePresence(agentID);
5519// if (sp == null)
5520// {
5521// objectsToDelete.Add(grp);
5522// return;
5523// }
5524// }
5525// });
5526// }
5527//
5528// foreach (SceneObjectGroup grp in objectsToDelete)
5529// {
5530// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5531// DeleteSceneObject(grp, true);
5532// }
5533// }
5534
5535 public void ThreadAlive(int threadCode)
5536 {
5537 switch(threadCode)
5538 {
5539 case 1: // Incoming
5540 m_lastIncoming = Util.EnvironmentTickCount();
5541 break;
5542 case 2: // Incoming
5543 m_lastOutgoing = Util.EnvironmentTickCount();
5544 break;
5545 }
5546 }
5547
5548 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5235 { 5549 {
5236 RegenerateMaptile(); 5550 RegenerateMaptile();
5237 5551
@@ -5259,6 +5573,8 @@ namespace OpenSim.Region.Framework.Scenes
5259 /// <returns></returns> 5573 /// <returns></returns>
5260 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5574 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5261 { 5575 {
5576 reason = "You are banned from the region";
5577
5262 if (EntityTransferModule.IsInTransit(agentID)) 5578 if (EntityTransferModule.IsInTransit(agentID))
5263 { 5579 {
5264 reason = "Agent is still in transit from this region"; 5580 reason = "Agent is still in transit from this region";
@@ -5270,6 +5586,12 @@ namespace OpenSim.Region.Framework.Scenes
5270 return false; 5586 return false;
5271 } 5587 }
5272 5588
5589 if (Permissions.IsGod(agentID))
5590 {
5591 reason = String.Empty;
5592 return true;
5593 }
5594
5273 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5595 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5274 // However, the long term fix is to make sure root agent count is always accurate. 5596 // However, the long term fix is to make sure root agent count is always accurate.
5275 m_sceneGraph.RecalculateStats(); 5597 m_sceneGraph.RecalculateStats();
@@ -5290,6 +5612,41 @@ namespace OpenSim.Region.Framework.Scenes
5290 } 5612 }
5291 } 5613 }
5292 5614
5615 ScenePresence presence = GetScenePresence(agentID);
5616 IClientAPI client = null;
5617 AgentCircuitData aCircuit = null;
5618
5619 if (presence != null)
5620 {
5621 client = presence.ControllingClient;
5622 if (client != null)
5623 aCircuit = client.RequestClientInfo();
5624 }
5625
5626 // We may be called before there is a presence or a client.
5627 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5628 if (client == null)
5629 {
5630 aCircuit = new AgentCircuitData();
5631 aCircuit.AgentID = agentID;
5632 aCircuit.firstname = String.Empty;
5633 aCircuit.lastname = String.Empty;
5634 }
5635
5636 try
5637 {
5638 if (!AuthorizeUser(aCircuit, out reason))
5639 {
5640 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5641 return false;
5642 }
5643 }
5644 catch (Exception e)
5645 {
5646 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5647 return false;
5648 }
5649
5293 if (position == Vector3.Zero) // Teleport 5650 if (position == Vector3.Zero) // Teleport
5294 { 5651 {
5295 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5652 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5318,13 +5675,46 @@ namespace OpenSim.Region.Framework.Scenes
5318 } 5675 }
5319 } 5676 }
5320 } 5677 }
5678
5679 float posX = 128.0f;
5680 float posY = 128.0f;
5681
5682 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5683 {
5684 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5685 return false;
5686 }
5687 }
5688 else // Walking
5689 {
5690 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5691 if (land == null)
5692 return false;
5693
5694 bool banned = land.IsBannedFromLand(agentID);
5695 bool restricted = land.IsRestrictedFromLand(agentID);
5696
5697 if (banned || restricted)
5698 return false;
5321 } 5699 }
5322 5700
5323 reason = String.Empty; 5701 reason = String.Empty;
5324 return true; 5702 return true;
5325 } 5703 }
5326 5704
5327 /// <summary> 5705 public void StartTimerWatchdog()
5706 {
5707 m_timerWatchdog.Interval = 1000;
5708 m_timerWatchdog.Elapsed += TimerWatchdog;
5709 m_timerWatchdog.AutoReset = true;
5710 m_timerWatchdog.Start();
5711 }
5712
5713 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5714 {
5715 CheckHeartbeat();
5716 }
5717
5328 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5718 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5329 /// autopilot that moves an avatar to a sit target!. 5719 /// autopilot that moves an avatar to a sit target!.
5330 /// </summary> 5720 /// </summary>
@@ -5402,5 +5792,10 @@ namespace OpenSim.Region.Framework.Scenes
5402 m_SpawnPoint = 1; 5792 m_SpawnPoint = 1;
5403 return m_SpawnPoint - 1; 5793 return m_SpawnPoint - 1;
5404 } 5794 }
5795
5796 private void HandleGcCollect(string module, string[] args)
5797 {
5798 GC.Collect();
5799 }
5405 } 5800 }
5406} 5801}
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 282fc5e..d55b082 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -131,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 protected ulong m_regionHandle; 132 protected ulong m_regionHandle;
133 protected string m_regionName; 133 protected string m_regionName;
134 protected RegionInfo m_regInfo;
135 134
136 public ITerrainChannel Heightmap; 135 public ITerrainChannel Heightmap;
137 136
@@ -156,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
156 get { return m_permissions; } 155 get { return m_permissions; }
157 } 156 }
158 157
158 protected string m_datastore;
159
159 /* Used by the loadbalancer plugin on GForge */ 160 /* Used by the loadbalancer plugin on GForge */
160 protected RegionStatus m_regStatus; 161 protected RegionStatus m_regStatus;
161 public RegionStatus RegionStatus 162 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 2be5364..c3d66eb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -522,12 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
522 592
523 protected internal void AddPhysicalPrim(int number) 593 protected internal void AddPhysicalPrim(int number)
524 { 594 {
525 m_physicalPrim++; 595 m_physicalPrim += number;
526 } 596 }
527 597
528 protected internal void RemovePhysicalPrim(int number) 598 protected internal void RemovePhysicalPrim(int number)
529 { 599 {
530 m_physicalPrim--; 600 m_physicalPrim -= number;
531 } 601 }
532 602
533 protected internal void AddToScriptLPS(int number) 603 protected internal void AddToScriptLPS(int number)
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1184,6 +1264,52 @@ namespace OpenSim.Region.Framework.Scenes
1184 1264
1185 #region Client Event handlers 1265 #region Client Event handlers
1186 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 // These two are exceptions SL makes in the interpretation
1280 // of the change flags. Must check them here because otherwise
1281 // the group flag (see below) would be lost
1282 if (data.change == ObjectChangeType.groupS)
1283 data.change = ObjectChangeType.primS;
1284 if (data.change == ObjectChangeType.groupPS)
1285 data.change = ObjectChangeType.primPS;
1286 part.StoreUndoState(data.change); // lets test only saving what we changed
1287 grp.doChangeObject(part, (ObjectChangeData)data);
1288 }
1289 else
1290 {
1291 // Is this any kind of group operation?
1292 if ((data.change & ObjectChangeType.Group) != 0)
1293 {
1294 // Is a move and/or rotation requested?
1295 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1296 {
1297 // Are we allowed to move it?
1298 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // Strip all but move and rotation from request
1301 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1302
1303 part.StoreUndoState(data.change);
1304 grp.doChangeObject(part, (ObjectChangeData)data);
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311 }
1312
1187 /// <summary> 1313 /// <summary>
1188 /// Update the scale of an individual prim. 1314 /// Update the scale of an individual prim.
1189 /// </summary> 1315 /// </summary>
@@ -1198,7 +1324,17 @@ namespace OpenSim.Region.Framework.Scenes
1198 { 1324 {
1199 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1325 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1200 { 1326 {
1327 bool physbuild = false;
1328 if (part.ParentGroup.RootPart.PhysActor != null)
1329 {
1330 part.ParentGroup.RootPart.PhysActor.Building = true;
1331 physbuild = true;
1332 }
1333
1201 part.Resize(scale); 1334 part.Resize(scale);
1335
1336 if (physbuild)
1337 part.ParentGroup.RootPart.PhysActor.Building = false;
1202 } 1338 }
1203 } 1339 }
1204 } 1340 }
@@ -1210,7 +1346,17 @@ namespace OpenSim.Region.Framework.Scenes
1210 { 1346 {
1211 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1347 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1212 { 1348 {
1349 bool physbuild = false;
1350 if (group.RootPart.PhysActor != null)
1351 {
1352 group.RootPart.PhysActor.Building = true;
1353 physbuild = true;
1354 }
1355
1213 group.GroupResize(scale); 1356 group.GroupResize(scale);
1357
1358 if (physbuild)
1359 group.RootPart.PhysActor.Building = false;
1214 } 1360 }
1215 } 1361 }
1216 } 1362 }
@@ -1338,8 +1484,13 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1484 {
1339 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1485 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1340 { 1486 {
1341 if (m_parentScene.AttachmentsModule != null) 1487 // Set the new attachment point data in the object
1342 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1488 byte attachmentPoint = group.GetAttachmentPoint();
1489 group.UpdateGroupPosition(pos);
1490 group.IsAttachment = false;
1491 group.AbsolutePosition = group.RootPart.AttachedPos;
1492 group.AttachmentPoint = attachmentPoint;
1493 group.HasGroupChanged = true;
1343 } 1494 }
1344 else 1495 else
1345 { 1496 {
@@ -1387,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes
1387 /// <param name="SetPhantom"></param> 1538 /// <param name="SetPhantom"></param>
1388 /// <param name="remoteClient"></param> 1539 /// <param name="remoteClient"></param>
1389 protected internal void UpdatePrimFlags( 1540 protected internal void UpdatePrimFlags(
1390 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1541 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1391 { 1542 {
1392 SceneObjectGroup group = GetGroupByPrim(localID); 1543 SceneObjectGroup group = GetGroupByPrim(localID);
1393 if (group != null) 1544 if (group != null)
@@ -1395,7 +1546,28 @@ namespace OpenSim.Region.Framework.Scenes
1395 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1546 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1396 { 1547 {
1397 // VolumeDetect can't be set via UI and will always be off when a change is made there 1548 // VolumeDetect can't be set via UI and will always be off when a change is made there
1398 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1549 // now only change volume dtc if phantom off
1550
1551 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1552 {
1553 bool vdtc;
1554 if (SetPhantom) // if phantom keep volumedtc
1555 vdtc = group.RootPart.VolumeDetectActive;
1556 else // else turn it off
1557 vdtc = false;
1558
1559 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1560 }
1561 else
1562 {
1563 SceneObjectPart part = GetSceneObjectPart(localID);
1564 if (part != null)
1565 {
1566 part.UpdateExtraPhysics(PhysData);
1567 if (part.UpdatePhysRequired)
1568 remoteClient.SendPartPhysicsProprieties(part);
1569 }
1570 }
1399 } 1571 }
1400 } 1572 }
1401 } 1573 }
@@ -1539,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1539 { 1711 {
1540 part.Material = Convert.ToByte(material); 1712 part.Material = Convert.ToByte(material);
1541 group.HasGroupChanged = true; 1713 group.HasGroupChanged = true;
1714 remoteClient.SendPartPhysicsProprieties(part);
1542 } 1715 }
1543 } 1716 }
1544 } 1717 }
@@ -1603,6 +1776,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 /// <param name="childPrims"></param> 1776 /// <param name="childPrims"></param>
1604 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1777 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1605 { 1778 {
1779 if (root.KeyframeMotion != null)
1780 {
1781 root.KeyframeMotion.Stop();
1782 root.KeyframeMotion = null;
1783 }
1784
1606 SceneObjectGroup parentGroup = root.ParentGroup; 1785 SceneObjectGroup parentGroup = root.ParentGroup;
1607 if (parentGroup == null) return; 1786 if (parentGroup == null) return;
1608 1787
@@ -1611,8 +1790,11 @@ namespace OpenSim.Region.Framework.Scenes
1611 return; 1790 return;
1612 1791
1613 Monitor.Enter(m_updateLock); 1792 Monitor.Enter(m_updateLock);
1793
1614 try 1794 try
1615 { 1795 {
1796 parentGroup.areUpdatesSuspended = true;
1797
1616 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1798 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1617 1799
1618 // We do this in reverse to get the link order of the prims correct 1800 // We do this in reverse to get the link order of the prims correct
@@ -1627,9 +1809,13 @@ namespace OpenSim.Region.Framework.Scenes
1627 // Make sure no child prim is set for sale 1809 // Make sure no child prim is set for sale
1628 // So that, on delink, no prims are unwittingly 1810 // So that, on delink, no prims are unwittingly
1629 // left for sale and sold off 1811 // left for sale and sold off
1630 child.RootPart.ObjectSaleType = 0; 1812
1631 child.RootPart.SalePrice = 10; 1813 if (child != null)
1632 childGroups.Add(child); 1814 {
1815 child.RootPart.ObjectSaleType = 0;
1816 child.RootPart.SalePrice = 10;
1817 childGroups.Add(child);
1818 }
1633 } 1819 }
1634 1820
1635 foreach (SceneObjectGroup child in childGroups) 1821 foreach (SceneObjectGroup child in childGroups)
@@ -1638,6 +1824,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 1824 {
1639 parentGroup.LinkToGroup(child); 1825 parentGroup.LinkToGroup(child);
1640 1826
1827 child.DetachFromBackup();
1828
1641 // this is here so physics gets updated! 1829 // this is here so physics gets updated!
1642 // Don't remove! Bad juju! Stay away! or fix physics! 1830 // Don't remove! Bad juju! Stay away! or fix physics!
1643 child.AbsolutePosition = child.AbsolutePosition; 1831 child.AbsolutePosition = child.AbsolutePosition;
@@ -1656,6 +1844,16 @@ namespace OpenSim.Region.Framework.Scenes
1656 } 1844 }
1657 finally 1845 finally
1658 { 1846 {
1847 lock (SceneObjectGroupsByLocalPartID)
1848 {
1849 foreach (SceneObjectPart part in parentGroup.Parts)
1850 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1851 }
1852
1853 parentGroup.areUpdatesSuspended = false;
1854 parentGroup.HasGroupChanged = true;
1855 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1856 parentGroup.ScheduleGroupForFullUpdate();
1659 Monitor.Exit(m_updateLock); 1857 Monitor.Exit(m_updateLock);
1660 } 1858 }
1661 } 1859 }
@@ -1678,6 +1876,11 @@ namespace OpenSim.Region.Framework.Scenes
1678 { 1876 {
1679 if (part != null) 1877 if (part != null)
1680 { 1878 {
1879 if (part.KeyframeMotion != null)
1880 {
1881 part.KeyframeMotion.Stop();
1882 part.KeyframeMotion = null;
1883 }
1681 if (part.ParentGroup.PrimCount != 1) // Skip single 1884 if (part.ParentGroup.PrimCount != 1) // Skip single
1682 { 1885 {
1683 if (part.LinkNum < 2) // Root 1886 if (part.LinkNum < 2) // Root
@@ -1692,21 +1895,24 @@ namespace OpenSim.Region.Framework.Scenes
1692 1895
1693 SceneObjectGroup group = part.ParentGroup; 1896 SceneObjectGroup group = part.ParentGroup;
1694 if (!affectedGroups.Contains(group)) 1897 if (!affectedGroups.Contains(group))
1898 {
1899 group.areUpdatesSuspended = true;
1695 affectedGroups.Add(group); 1900 affectedGroups.Add(group);
1901 }
1696 } 1902 }
1697 } 1903 }
1698 } 1904 }
1699 1905
1700 foreach (SceneObjectPart child in childParts) 1906 if (childParts.Count > 0)
1701 { 1907 {
1702 // Unlink all child parts from their groups 1908 foreach (SceneObjectPart child in childParts)
1703 // 1909 {
1704 child.ParentGroup.DelinkFromGroup(child, true); 1910 // Unlink all child parts from their groups
1705 1911 //
1706 // These are not in affected groups and will not be 1912 child.ParentGroup.DelinkFromGroup(child, true);
1707 // handled further. Do the honors here. 1913 child.ParentGroup.HasGroupChanged = true;
1708 child.ParentGroup.HasGroupChanged = true; 1914 child.ParentGroup.ScheduleGroupForFullUpdate();
1709 child.ParentGroup.ScheduleGroupForFullUpdate(); 1915 }
1710 } 1916 }
1711 1917
1712 foreach (SceneObjectPart root in rootParts) 1918 foreach (SceneObjectPart root in rootParts)
@@ -1716,56 +1922,68 @@ namespace OpenSim.Region.Framework.Scenes
1716 // However, editing linked parts and unlinking may be different 1922 // However, editing linked parts and unlinking may be different
1717 // 1923 //
1718 SceneObjectGroup group = root.ParentGroup; 1924 SceneObjectGroup group = root.ParentGroup;
1925 group.areUpdatesSuspended = true;
1719 1926
1720 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1927 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1721 int numChildren = newSet.Count; 1928 int numChildren = newSet.Count;
1722 1929
1930 if (numChildren == 1)
1931 break;
1932
1723 // If there are prims left in a link set, but the root is 1933 // If there are prims left in a link set, but the root is
1724 // slated for unlink, we need to do this 1934 // slated for unlink, we need to do this
1935 // Unlink the remaining set
1725 // 1936 //
1726 if (numChildren != 1) 1937 bool sendEventsToRemainder = true;
1727 { 1938 if (numChildren > 1)
1728 // Unlink the remaining set 1939 sendEventsToRemainder = false;
1729 //
1730 bool sendEventsToRemainder = true;
1731 if (numChildren > 1)
1732 sendEventsToRemainder = false;
1733 1940
1734 foreach (SceneObjectPart p in newSet) 1941 foreach (SceneObjectPart p in newSet)
1942 {
1943 if (p != group.RootPart)
1735 { 1944 {
1736 if (p != group.RootPart) 1945 group.DelinkFromGroup(p, sendEventsToRemainder);
1737 group.DelinkFromGroup(p, sendEventsToRemainder); 1946 if (numChildren > 2)
1947 {
1948 p.ParentGroup.areUpdatesSuspended = true;
1949 }
1950 else
1951 {
1952 p.ParentGroup.HasGroupChanged = true;
1953 p.ParentGroup.ScheduleGroupForFullUpdate();
1954 }
1738 } 1955 }
1956 }
1957
1958 // If there is more than one prim remaining, we
1959 // need to re-link
1960 //
1961 if (numChildren > 2)
1962 {
1963 // Remove old root
1964 //
1965 if (newSet.Contains(root))
1966 newSet.Remove(root);
1739 1967
1740 // If there is more than one prim remaining, we 1968 // Preserve link ordering
1741 // need to re-link
1742 // 1969 //
1743 if (numChildren > 2) 1970 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1744 { 1971 {
1745 // Remove old root 1972 return a.LinkNum.CompareTo(b.LinkNum);
1746 // 1973 });
1747 if (newSet.Contains(root))
1748 newSet.Remove(root);
1749
1750 // Preserve link ordering
1751 //
1752 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1753 {
1754 return a.LinkNum.CompareTo(b.LinkNum);
1755 });
1756 1974
1757 // Determine new root 1975 // Determine new root
1758 // 1976 //
1759 SceneObjectPart newRoot = newSet[0]; 1977 SceneObjectPart newRoot = newSet[0];
1760 newSet.RemoveAt(0); 1978 newSet.RemoveAt(0);
1761 1979
1762 foreach (SceneObjectPart newChild in newSet) 1980 foreach (SceneObjectPart newChild in newSet)
1763 newChild.ClearUpdateSchedule(); 1981 newChild.ClearUpdateSchedule();
1764 1982
1765 LinkObjects(newRoot, newSet); 1983 newRoot.ParentGroup.areUpdatesSuspended = true;
1766 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1984 LinkObjects(newRoot, newSet);
1767 affectedGroups.Add(newRoot.ParentGroup); 1985 if (!affectedGroups.Contains(newRoot.ParentGroup))
1768 } 1986 affectedGroups.Add(newRoot.ParentGroup);
1769 } 1987 }
1770 } 1988 }
1771 1989
@@ -1773,8 +1991,14 @@ namespace OpenSim.Region.Framework.Scenes
1773 // 1991 //
1774 foreach (SceneObjectGroup g in affectedGroups) 1992 foreach (SceneObjectGroup g in affectedGroups)
1775 { 1993 {
1994 // Child prims that have been unlinked and deleted will
1995 // return unless the root is deleted. This will remove them
1996 // from the database. They will be rewritten immediately,
1997 // minus the rows for the unlinked child prims.
1998 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1776 g.TriggerScriptChangedEvent(Changed.LINK); 1999 g.TriggerScriptChangedEvent(Changed.LINK);
1777 g.HasGroupChanged = true; // Persist 2000 g.HasGroupChanged = true; // Persist
2001 g.areUpdatesSuspended = false;
1778 g.ScheduleGroupForFullUpdate(); 2002 g.ScheduleGroupForFullUpdate();
1779 } 2003 }
1780 } 2004 }
@@ -1846,108 +2070,96 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// <param name="GroupID"></param> 2070 /// <param name="GroupID"></param>
1847 /// <param name="rot"></param> 2071 /// <param name="rot"></param>
1848 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2072 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1849 public SceneObjectGroup DuplicateObject( 2073 /// <summary>
1850 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2074 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1851 { 2075 {
1852 Monitor.Enter(m_updateLock); 2076// m_log.DebugFormat(
2077// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2078// originalPrimID, offset, AgentID);
1853 2079
1854 try 2080 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2081 if (original != null)
1855 { 2082 {
1856 // m_log.DebugFormat( 2083 if (m_parentScene.Permissions.CanDuplicateObject(
1857 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2084 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1858 // originalPrimID, offset, AgentID);
1859
1860 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1861 if (original == null)
1862 { 2085 {
1863 m_log.WarnFormat( 2086 SceneObjectGroup copy = original.Copy(true);
1864 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2087 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1865 2088
1866 return null; 2089 if (original.OwnerID != AgentID)
1867 } 2090 {
2091 copy.SetOwnerId(AgentID);
2092 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1868 2093
1869 if (!m_parentScene.Permissions.CanDuplicateObject( 2094 SceneObjectPart[] partList = copy.Parts;
1870 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1871 return null;
1872 2095
1873 SceneObjectGroup copy = original.Copy(true); 2096 if (m_parentScene.Permissions.PropagatePermissions())
1874 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2097 {
2098 foreach (SceneObjectPart child in partList)
2099 {
2100 child.Inventory.ChangeInventoryOwner(AgentID);
2101 child.TriggerScriptChangedEvent(Changed.OWNER);
2102 child.ApplyNextOwnerPermissions();
2103 }
2104 }
2105 }
1875 2106
1876 if (original.OwnerID != AgentID) 2107 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1877 { 2108 Entities.Add(copy);
1878 copy.SetOwnerId(AgentID);
1879 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1880 2109
1881 SceneObjectPart[] partList = copy.Parts; 2110 lock (SceneObjectGroupsByFullID)
2111 SceneObjectGroupsByFullID[copy.UUID] = copy;
1882 2112
1883 if (m_parentScene.Permissions.PropagatePermissions()) 2113 SceneObjectPart[] children = copy.Parts;
2114
2115 lock (SceneObjectGroupsByFullPartID)
1884 { 2116 {
1885 foreach (SceneObjectPart child in partList) 2117 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1886 { 2118 foreach (SceneObjectPart part in children)
1887 child.Inventory.ChangeInventoryOwner(AgentID); 2119 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1888 child.TriggerScriptChangedEvent(Changed.OWNER);
1889 child.ApplyNextOwnerPermissions();
1890 }
1891 } 2120 }
1892 2121
1893 copy.RootPart.ObjectSaleType = 0; 2122 lock (SceneObjectGroupsByLocalPartID)
1894 copy.RootPart.SalePrice = 10; 2123 {
1895 } 2124 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2125 foreach (SceneObjectPart part in children)
2126 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2127 }
2128 // PROBABLE END OF FIXME
1896 2129
1897 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2130 // Since we copy from a source group that is in selected
1898 Entities.Add(copy); 2131 // state, but the copy is shown deselected in the viewer,
1899 2132 // We need to clear the selection flag here, else that
1900 lock (SceneObjectGroupsByFullID) 2133 // prim never gets persisted at all. The client doesn't
1901 SceneObjectGroupsByFullID[copy.UUID] = copy; 2134 // think it's selected, so it will never send a deselect...
1902 2135 copy.IsSelected = false;
1903 SceneObjectPart[] children = copy.Parts; 2136
1904 2137 m_numPrim += copy.Parts.Length;
1905 lock (SceneObjectGroupsByFullPartID) 2138
1906 { 2139 if (rot != Quaternion.Identity)
1907 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2140 {
1908 foreach (SceneObjectPart part in children) 2141 copy.UpdateGroupRotationR(rot);
1909 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2142 }
1910 }
1911
1912 lock (SceneObjectGroupsByLocalPartID)
1913 {
1914 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1915 foreach (SceneObjectPart part in children)
1916 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1917 }
1918 // PROBABLE END OF FIXME
1919
1920 // Since we copy from a source group that is in selected
1921 // state, but the copy is shown deselected in the viewer,
1922 // We need to clear the selection flag here, else that
1923 // prim never gets persisted at all. The client doesn't
1924 // think it's selected, so it will never send a deselect...
1925 copy.IsSelected = false;
1926
1927 m_numPrim += copy.Parts.Length;
1928
1929 if (rot != Quaternion.Identity)
1930 {
1931 copy.UpdateGroupRotationR(rot);
1932 }
1933 2143
1934 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2144 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1935 copy.HasGroupChanged = true; 2145 copy.HasGroupChanged = true;
1936 copy.ScheduleGroupForFullUpdate(); 2146 copy.ScheduleGroupForFullUpdate();
1937 copy.ResumeScripts(); 2147 copy.ResumeScripts();
1938 2148
1939 // required for physics to update it's position 2149 // required for physics to update it's position
1940 copy.AbsolutePosition = copy.AbsolutePosition; 2150 copy.AbsolutePosition = copy.AbsolutePosition;
1941 2151
1942 return copy; 2152 return copy;
2153 }
1943 } 2154 }
1944 finally 2155 else
1945 { 2156 {
1946 Monitor.Exit(m_updateLock); 2157 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1947 } 2158 }
2159
2160 return null;
1948 } 2161 }
1949 2162
1950 /// <summary>
1951 /// Calculates the distance between two Vector3s 2163 /// Calculates the distance between two Vector3s
1952 /// </summary> 2164 /// </summary>
1953 /// <param name="v1"></param> 2165 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e3fed49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
53 get { return m_instance; } 53 get { return m_instance; }
54 } 54 }
55 55
56 private readonly List<Scene> m_localScenes = new List<Scene>(); 56 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
57 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
58 58
59 public List<Scene> Scenes 59 public List<Scene> Scenes
60 { 60 {
61 get { return new List<Scene>(m_localScenes); } 61 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
62 } 62 }
63 63
64 public Scene CurrentScene 64 public Scene CurrentScene
@@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 if (m_currentScene == null) 73 if (m_currentScene == null)
74 { 74 {
75 lock (m_localScenes) 75 List<Scene> sceneList = Scenes;
76 { 76 if (sceneList.Count == 0)
77 if (m_localScenes.Count > 0) 77 return null;
78 return m_localScenes[0]; 78 return sceneList[0];
79 else
80 return null;
81 }
82 } 79 }
83 else 80 else
84 { 81 {
@@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
90 public SceneManager() 87 public SceneManager()
91 { 88 {
92 m_instance = this; 89 m_instance = this;
93 m_localScenes = new List<Scene>(); 90 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
94 } 91 }
95 92
96 public void Close() 93 public void Close()
@@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
98 // collect known shared modules in sharedModules 95 // collect known shared modules in sharedModules
99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 96 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
100 97
101 lock (m_localScenes) 98 List<Scene> sceneList = Scenes;
99 for (int i = 0; i < sceneList.Count; i++)
102 { 100 {
103 for (int i = 0; i < m_localScenes.Count; i++) 101 // extract known shared modules from scene
102 foreach (string k in sceneList[i].Modules.Keys)
104 { 103 {
105 // extract known shared modules from scene 104 if (sceneList[i].Modules[k].IsSharedModule &&
106 foreach (string k in m_localScenes[i].Modules.Keys) 105 !sharedModules.ContainsKey(k))
107 { 106 sharedModules[k] = sceneList[i].Modules[k];
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
114 } 107 }
108 // close scene/region
109 sceneList[i].Close();
115 } 110 }
116 111
117 // all regions/scenes are now closed, we can now safely 112 // all regions/scenes are now closed, we can now safely
@@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
120 { 115 {
121 mod.Close(); 116 mod.Close();
122 } 117 }
118
119 m_localScenes.Clear();
123 } 120 }
124 121
125 public void Close(Scene cscene) 122 public void Close(Scene cscene)
126 { 123 {
127 lock (m_localScenes) 124 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
128 { 125 return;
129 if (m_localScenes.Contains(cscene)) 126 cscene.Close();
130 {
131 for (int i = 0; i < m_localScenes.Count; i++)
132 {
133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
137 }
138 }
139 }
140 } 127 }
141 128
142 public void Add(Scene scene) 129 public void Add(Scene scene)
143 { 130 {
144 scene.OnRestart += HandleRestart; 131 scene.OnRestart += HandleRestart;
145 132
146 lock (m_localScenes) 133 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
147 m_localScenes.Add(scene);
148 } 134 }
149 135
150 public void HandleRestart(RegionInfo rdata) 136 public void HandleRestart(RegionInfo rdata)
@@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 138 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
153 int RegionSceneElement = -1; 139 int RegionSceneElement = -1;
154 140
155 lock (m_localScenes) 141 m_localScenes.Remove(rdata.RegionID);
156 {
157 for (int i = 0; i < m_localScenes.Count; i++)
158 {
159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
163 }
164
165 // Now we make sure the region is no longer known about by the SceneManager
166 // Prevents duplicates.
167
168 if (RegionSceneElement >= 0)
169 {
170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
172 }
173 142
174 // Send signal to main that we're restarting this sim. 143 // Send signal to main that we're restarting this sim.
175 OnRestartSim(rdata); 144 OnRestartSim(rdata);
@@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
179 { 148 {
180 RegionInfo Result = null; 149 RegionInfo Result = null;
181 150
182 lock (m_localScenes) 151 Scene s = m_localScenes.FindValue(delegate(Scene x)
183 {
184 for (int i = 0; i < m_localScenes.Count; i++)
185 {
186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
187 { 152 {
188 // Inform other regions to tell their avatar about me 153 if (x.RegionInfo.RegionHandle == regionHandle)
189 Result = m_localScenes[i].RegionInfo; 154 return true;
190 } 155 return false;
191 } 156 });
192 157
193 if (Result != null) 158 if (s != null)
159 {
160 List<Scene> sceneList = Scenes;
161
162 for (int i = 0; i < sceneList.Count; i++)
194 { 163 {
195 for (int i = 0; i < m_localScenes.Count; i++) 164 if (sceneList[i]!= s)
196 { 165 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 166 // Inform other regions to tell their avatar about me
198 { 167 //sceneList[i].OtherRegionUp(Result);
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 } 168 }
203 } 169 }
204 else 170 }
205 { 171 else
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 172 {
207 } 173 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
208 } 174 }
209 } 175 }
210 176
@@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
308 { 274 {
309 if (m_currentScene == null) 275 if (m_currentScene == null)
310 { 276 {
311 lock (m_localScenes) 277 List<Scene> sceneList = Scenes;
312 m_localScenes.ForEach(func); 278 sceneList.ForEach(func);
313 } 279 }
314 else 280 else
315 { 281 {
@@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
338 } 304 }
339 else 305 else
340 { 306 {
341 lock (m_localScenes) 307 Scene s;
308
309 if (m_localScenes.TryGetValue(regionName, out s))
342 { 310 {
343 foreach (Scene scene in m_localScenes) 311 m_currentScene = s;
344 { 312 return true;
345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
346 {
347 m_currentScene = scene;
348 return true;
349 }
350 }
351 } 313 }
352 314
353 return false; 315 return false;
@@ -356,18 +318,14 @@ namespace OpenSim.Region.Framework.Scenes
356 318
357 public bool TrySetCurrentScene(UUID regionID) 319 public bool TrySetCurrentScene(UUID regionID)
358 { 320 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 321// m_log.Debug("Searching for Region: '" + regionID + "'");
360 322
361 lock (m_localScenes) 323 Scene s;
324
325 if (m_localScenes.TryGetValue(regionID, out s))
362 { 326 {
363 foreach (Scene scene in m_localScenes) 327 m_currentScene = s;
364 { 328 return true;
365 if (scene.RegionInfo.RegionID == regionID)
366 {
367 m_currentScene = scene;
368 return true;
369 }
370 }
371 } 329 }
372 330
373 return false; 331 return false;
@@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
375 333
376 public bool TryGetScene(string regionName, out Scene scene) 334 public bool TryGetScene(string regionName, out Scene scene)
377 { 335 {
378 lock (m_localScenes) 336 return m_localScenes.TryGetValue(regionName, out scene);
379 {
380 foreach (Scene mscene in m_localScenes)
381 {
382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
383 {
384 scene = mscene;
385 return true;
386 }
387 }
388 }
389
390 scene = null;
391 return false;
392 } 337 }
393 338
394 public bool TryGetScene(UUID regionID, out Scene scene) 339 public bool TryGetScene(UUID regionID, out Scene scene)
395 { 340 {
396 lock (m_localScenes) 341 return m_localScenes.TryGetValue(regionID, out scene);
397 {
398 foreach (Scene mscene in m_localScenes)
399 {
400 if (mscene.RegionInfo.RegionID == regionID)
401 {
402 scene = mscene;
403 return true;
404 }
405 }
406 }
407
408 scene = null;
409 return false;
410 } 342 }
411 343
412 public bool TryGetScene(uint locX, uint locY, out Scene scene) 344 public bool TryGetScene(uint locX, uint locY, out Scene scene)
413 { 345 {
414 lock (m_localScenes) 346 List<Scene> sceneList = Scenes;
347 foreach (Scene mscene in sceneList)
415 { 348 {
416 foreach (Scene mscene in m_localScenes) 349 if (mscene.RegionInfo.RegionLocX == locX &&
350 mscene.RegionInfo.RegionLocY == locY)
417 { 351 {
418 if (mscene.RegionInfo.RegionLocX == locX && 352 scene = mscene;
419 mscene.RegionInfo.RegionLocY == locY) 353 return true;
420 {
421 scene = mscene;
422 return true;
423 }
424 } 354 }
425 } 355 }
426 356
@@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
430 360
431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 361 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
432 { 362 {
433 lock (m_localScenes) 363 List<Scene> sceneList = Scenes;
364 foreach (Scene mscene in sceneList)
434 { 365 {
435 foreach (Scene mscene in m_localScenes) 366 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
367 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
436 { 368 {
437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 369 scene = mscene;
438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 370 return true;
439 {
440 scene = mscene;
441 return true;
442 }
443 } 371 }
444 } 372 }
445 373
@@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
504 432
505 public RegionInfo GetRegionInfo(UUID regionID) 433 public RegionInfo GetRegionInfo(UUID regionID)
506 { 434 {
507 lock (m_localScenes) 435 Scene s;
436 if (m_localScenes.TryGetValue(regionID, out s))
508 { 437 {
509 foreach (Scene scene in m_localScenes) 438 return s.RegionInfo;
510 {
511 if (scene.RegionInfo.RegionID == regionID)
512 {
513 return scene.RegionInfo;
514 }
515 }
516 } 439 }
517 440
518 return null; 441 return null;
@@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
530 453
531 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 454 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
532 { 455 {
533 lock (m_localScenes) 456 List<Scene> sceneList = Scenes;
457 foreach (Scene scene in sceneList)
534 { 458 {
535 foreach (Scene scene in m_localScenes) 459 if (scene.TryGetScenePresence(avatarId, out avatar))
536 { 460 {
537 if (scene.TryGetScenePresence(avatarId, out avatar)) 461 return true;
538 {
539 return true;
540 }
541 } 462 }
542 } 463 }
543 464
@@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
547 468
548 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 469 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
549 { 470 {
550 lock (m_localScenes) 471 List<Scene> sceneList = Scenes;
472 foreach (Scene scene in sceneList)
551 { 473 {
552 foreach (Scene scene in m_localScenes) 474 avatar = scene.GetScenePresence(avatarId);
553 {
554 avatar = scene.GetScenePresence(avatarId);
555 475
556 if (avatar != null && !avatar.IsChildAgent) 476 if (avatar != null && !avatar.IsChildAgent)
557 return true; 477 return true;
558 }
559 } 478 }
560 479
561 avatar = null; 480 avatar = null;
@@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
564 483
565 public void CloseScene(Scene scene) 484 public void CloseScene(Scene scene)
566 { 485 {
567 lock (m_localScenes) 486 m_localScenes.Remove(scene.RegionInfo.RegionID);
568 m_localScenes.Remove(scene);
569 487
570 scene.Close(); 488 scene.Close();
571 } 489 }
572 490
573 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 491 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
574 { 492 {
575 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
576 { 495 {
577 foreach (Scene scene in m_localScenes) 496 if (scene.TryGetAvatarByName(avatarName, out avatar))
578 { 497 {
579 if (scene.TryGetAvatarByName(avatarName, out avatar)) 498 return true;
580 {
581 return true;
582 }
583 } 499 }
584 } 500 }
585 501
@@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
589 505
590 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 506 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
591 { 507 {
592 lock (m_localScenes) 508 List<Scene> sceneList = Scenes;
509 foreach (Scene scene in sceneList)
593 { 510 {
594 foreach (Scene scene in m_localScenes) 511 sp = scene.GetScenePresence(firstName, lastName);
595 { 512 if (sp != null && !sp.IsChildAgent)
596 sp = scene.GetScenePresence(firstName, lastName); 513 return true;
597 if (sp != null && !sp.IsChildAgent)
598 return true;
599 }
600 } 514 }
601 515
602 sp = null; 516 sp = null;
@@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
605 519
606 public void ForEachScene(Action<Scene> action) 520 public void ForEachScene(Action<Scene> action)
607 { 521 {
608 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
609 m_localScenes.ForEach(action); 523 sceneList.ForEach(action);
610 } 524 }
611 } 525 }
612} 526}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 52469a2..08c7a58 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 /// <summary> 134 /// <summary>
112 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 135 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -123,9 +146,39 @@ namespace OpenSim.Region.Framework.Scenes
123 { 146 {
124 if (value) 147 if (value)
125 { 148 {
149 if (m_isBackedUp)
150 {
151 m_scene.SceneGraph.FireChangeBackup(this);
152 }
126 timeLastChanged = DateTime.Now.Ticks; 153 timeLastChanged = DateTime.Now.Ticks;
127 if (!m_hasGroupChanged) 154 if (!m_hasGroupChanged)
128 timeFirstChanged = DateTime.Now.Ticks; 155 timeFirstChanged = DateTime.Now.Ticks;
156 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
157 {
158 if (m_rand == null)
159 {
160 byte[] val = new byte[16];
161 m_rootPart.UUID.ToBytes(val, 0);
162 m_rand = new Random(BitConverter.ToInt32(val, 0));
163 }
164
165 if (m_scene.GetRootAgentCount() == 0)
166 {
167 //If the region is empty, this change has been made by an automated process
168 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
169
170 float factor = 1.5f + (float)(m_rand.NextDouble());
171 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
172 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
173 }
174 else
175 {
176 //If the region is not empty, we want to obey the minimum and maximum persist times
177 //but add a random factor so we stagger the object persistance a little
178 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
179 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
180 }
181 }
129 } 182 }
130 m_hasGroupChanged = value; 183 m_hasGroupChanged = value;
131 184
@@ -140,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
140 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 193 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
141 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 194 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
142 /// </summary> 195 /// </summary>
143 public bool HasGroupChangedDueToDelink { get; private set; } 196 public bool HasGroupChangedDueToDelink { get; set; }
144 197
145 private bool isTimeToPersist() 198 private bool isTimeToPersist()
146 { 199 {
@@ -150,8 +203,19 @@ namespace OpenSim.Region.Framework.Scenes
150 return false; 203 return false;
151 if (m_scene.ShuttingDown) 204 if (m_scene.ShuttingDown)
152 return true; 205 return true;
206
207 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
208 {
209 m_maxPersistTime = m_scene.m_persistAfter;
210 m_minPersistTime = m_scene.m_dontPersistBefore;
211 }
212
153 long currentTime = DateTime.Now.Ticks; 213 long currentTime = DateTime.Now.Ticks;
154 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 214
215 if (timeLastChanged == 0) timeLastChanged = currentTime;
216 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
217
218 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
155 return true; 219 return true;
156 return false; 220 return false;
157 } 221 }
@@ -270,10 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
270 334
271 private bool m_scriptListens_atTarget; 335 private bool m_scriptListens_atTarget;
272 private bool m_scriptListens_notAtTarget; 336 private bool m_scriptListens_notAtTarget;
273
274 private bool m_scriptListens_atRotTarget; 337 private bool m_scriptListens_atRotTarget;
275 private bool m_scriptListens_notAtRotTarget; 338 private bool m_scriptListens_notAtRotTarget;
276 339
340 public bool m_dupeInProgress = false;
277 internal Dictionary<UUID, string> m_savedScriptState; 341 internal Dictionary<UUID, string> m_savedScriptState;
278 342
279 #region Properties 343 #region Properties
@@ -310,6 +374,16 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_parts.Count; } 374 get { return m_parts.Count; }
311 } 375 }
312 376
377// protected Quaternion m_rotation = Quaternion.Identity;
378//
379// public virtual Quaternion Rotation
380// {
381// get { return m_rotation; }
382// set {
383// m_rotation = value;
384// }
385// }
386
313 public Quaternion GroupRotation 387 public Quaternion GroupRotation
314 { 388 {
315 get { return m_rootPart.RotationOffset; } 389 get { return m_rootPart.RotationOffset; }
@@ -416,7 +490,15 @@ namespace OpenSim.Region.Framework.Scenes
416 { 490 {
417 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 491 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
418 } 492 }
419 493
494
495
496 private struct avtocrossInfo
497 {
498 public ScenePresence av;
499 public uint ParentID;
500 }
501
420 /// <summary> 502 /// <summary>
421 /// The absolute position of this scene object in the scene 503 /// The absolute position of this scene object in the scene
422 /// </summary> 504 /// </summary>
@@ -429,14 +511,128 @@ namespace OpenSim.Region.Framework.Scenes
429 511
430 if (Scene != null) 512 if (Scene != null)
431 { 513 {
432 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 514 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
433 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 515 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
516 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
517 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
518 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
434 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 519 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
435 { 520 {
436 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 521 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
522 uint x = 0;
523 uint y = 0;
524 string version = String.Empty;
525 Vector3 newpos = Vector3.Zero;
526 OpenSim.Services.Interfaces.GridRegion destination = null;
527
528 bool canCross = true;
529 foreach (ScenePresence av in m_linkedAvatars)
530 {
531 // We need to cross these agents. First, let's find
532 // out if any of them can't cross for some reason.
533 // We have to deny the crossing entirely if any
534 // of them are banned. Alternatively, we could
535 // unsit banned agents....
536
537
538 // We set the avatar position as being the object
539 // position to get the region to send to
540 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
541 {
542 canCross = false;
543 break;
544 }
545
546 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
547 }
548
549 if (canCross)
550 {
551 // We unparent the SP quietly so that it won't
552 // be made to stand up
553
554 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
555
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 avtocrossInfo avinfo = new avtocrossInfo();
559 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
560 if (parentPart != null)
561 av.ParentUUID = parentPart.UUID;
562
563 avinfo.av = av;
564 avinfo.ParentID = av.ParentID;
565 avsToCross.Add(avinfo);
566
567 av.ParentID = 0;
568 }
569
570// m_linkedAvatars.Clear();
571 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
572
573 // Normalize
574 if (val.X >= Constants.RegionSize)
575 val.X -= Constants.RegionSize;
576 if (val.Y >= Constants.RegionSize)
577 val.Y -= Constants.RegionSize;
578 if (val.X < 0)
579 val.X += Constants.RegionSize;
580 if (val.Y < 0)
581 val.Y += Constants.RegionSize;
582
583 // If it's deleted, crossing was successful
584 if (IsDeleted)
585 {
586 // foreach (ScenePresence av in m_linkedAvatars)
587 foreach (avtocrossInfo avinfo in avsToCross)
588 {
589 ScenePresence av = avinfo.av;
590 if (!av.IsInTransit) // just in case...
591 {
592 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
593
594 av.IsInTransit = true;
595
596 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
597 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
598 }
599 else
600 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
601 }
602 avsToCross.Clear();
603 return;
604 }
605 else // cross failed, put avas back ??
606 {
607 foreach (avtocrossInfo avinfo in avsToCross)
608 {
609 ScenePresence av = avinfo.av;
610 av.ParentUUID = UUID.Zero;
611 av.ParentID = avinfo.ParentID;
612// m_linkedAvatars.Add(av);
613 }
614 }
615 avsToCross.Clear();
616
617 }
618 else if (RootPart.PhysActor != null)
619 {
620 RootPart.PhysActor.CrossingFailure();
621 }
622
623 Vector3 oldp = AbsolutePosition;
624 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
625 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
626 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
437 } 627 }
438 } 628 }
439 629
630/* don't see the need but worse don't see where is restored to false if things stay in
631 foreach (SceneObjectPart part in m_parts.GetArray())
632 {
633 part.IgnoreUndoUpdate = true;
634 }
635 */
440 if (RootPart.GetStatusSandbox()) 636 if (RootPart.GetStatusSandbox())
441 { 637 {
442 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 638 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -454,9 +650,38 @@ namespace OpenSim.Region.Framework.Scenes
454 // Restuff the new GroupPosition into each SOP of the linkset. 650 // Restuff the new GroupPosition into each SOP of the linkset.
455 // This has the affect of resetting and tainting the physics actors. 651 // This has the affect of resetting and tainting the physics actors.
456 SceneObjectPart[] parts = m_parts.GetArray(); 652 SceneObjectPart[] parts = m_parts.GetArray();
457 for (int i = 0; i < parts.Length; i++) 653 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
458 parts[i].GroupPosition = val; 654 if (m_dupeInProgress)
655 triggerScriptEvent = false;
656 foreach (SceneObjectPart part in parts)
657 {
658 part.GroupPosition = val;
659 if (triggerScriptEvent)
660 part.TriggerScriptChangedEvent(Changed.POSITION);
661 }
459 662
663/*
664 This seems not needed and should not be needed:
665 sp absolute position depends on sit part absolute position fixed above.
666 sp ParentPosition is not used anywhere.
667 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
668 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
669
670 if (!m_dupeInProgress)
671 {
672 foreach (ScenePresence av in m_linkedAvatars)
673 {
674 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
675 if (p != null && m_parts.TryGetValue(p.UUID, out p))
676 {
677 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
678 av.AbsolutePosition += offset;
679// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
680 av.SendAvatarDataToAllAgents();
681 }
682 }
683 }
684*/
460 //if (m_rootPart.PhysActor != null) 685 //if (m_rootPart.PhysActor != null)
461 //{ 686 //{
462 //m_rootPart.PhysActor.Position = 687 //m_rootPart.PhysActor.Position =
@@ -470,6 +695,40 @@ namespace OpenSim.Region.Framework.Scenes
470 } 695 }
471 } 696 }
472 697
698 public override Vector3 Velocity
699 {
700 get { return RootPart.Velocity; }
701 set { RootPart.Velocity = value; }
702 }
703
704 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
705 {
706 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
707 ScenePresence agent = icon.EndInvoke(iar);
708
709 //// If the cross was successful, this agent is a child agent
710 if (agent.IsChildAgent)
711 {
712 if (agent.ParentUUID != UUID.Zero)
713 {
714 agent.ParentPart = null;
715// agent.ParentPosition = Vector3.Zero;
716// agent.ParentUUID = UUID.Zero;
717 }
718 }
719
720 agent.ParentUUID = UUID.Zero;
721
722// agent.Reset();
723// else // Not successful
724// agent.RestoreInCurrentScene();
725
726 // In any case
727 agent.IsInTransit = false;
728
729 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
730 }
731
473 public override uint LocalId 732 public override uint LocalId
474 { 733 {
475 get { return m_rootPart.LocalId; } 734 get { return m_rootPart.LocalId; }
@@ -540,6 +799,11 @@ namespace OpenSim.Region.Framework.Scenes
540 m_isSelected = value; 799 m_isSelected = value;
541 // Tell physics engine that group is selected 800 // Tell physics engine that group is selected
542 801
802 // this is not right
803 // but ode engines should only really need to know about root part
804 // so they can put entire object simulation on hold and not colliding
805 // keep as was for now
806
543 PhysicsActor pa = m_rootPart.PhysActor; 807 PhysicsActor pa = m_rootPart.PhysActor;
544 if (pa != null) 808 if (pa != null)
545 { 809 {
@@ -556,6 +820,42 @@ namespace OpenSim.Region.Framework.Scenes
556 childPa.Selected = value; 820 childPa.Selected = value;
557 } 821 }
558 } 822 }
823 if (RootPart.KeyframeMotion != null)
824 RootPart.KeyframeMotion.Selected = value;
825 }
826 }
827
828 public void PartSelectChanged(bool partSelect)
829 {
830 // any part selected makes group selected
831 if (m_isSelected == partSelect)
832 return;
833
834 if (partSelect)
835 {
836 IsSelected = partSelect;
837// if (!IsAttachment)
838// ScheduleGroupForFullUpdate();
839 }
840 else
841 {
842 // bad bad bad 2 heavy for large linksets
843 // since viewer does send lot of (un)selects
844 // this needs to be replaced by a specific list or count ?
845 // but that will require extra code in several places
846
847 SceneObjectPart[] parts = m_parts.GetArray();
848 for (int i = 0; i < parts.Length; i++)
849 {
850 SceneObjectPart part = parts[i];
851 if (part.IsSelected)
852 return;
853 }
854 IsSelected = partSelect;
855 if (!IsAttachment)
856 {
857 ScheduleGroupForFullUpdate();
858 }
559 } 859 }
560 } 860 }
561 861
@@ -633,6 +933,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// </summary> 933 /// </summary>
634 public SceneObjectGroup() 934 public SceneObjectGroup()
635 { 935 {
936
636 } 937 }
637 938
638 /// <summary> 939 /// <summary>
@@ -649,7 +950,7 @@ namespace OpenSim.Region.Framework.Scenes
649 /// Constructor. This object is added to the scene later via AttachToScene() 950 /// Constructor. This object is added to the scene later via AttachToScene()
650 /// </summary> 951 /// </summary>
651 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 952 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
652 { 953 {
653 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 954 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
654 } 955 }
655 956
@@ -685,6 +986,9 @@ namespace OpenSim.Region.Framework.Scenes
685 /// </summary> 986 /// </summary>
686 public virtual void AttachToBackup() 987 public virtual void AttachToBackup()
687 { 988 {
989 if (IsAttachment) return;
990 m_scene.SceneGraph.FireAttachToBackup(this);
991
688 if (InSceneBackup) 992 if (InSceneBackup)
689 { 993 {
690 //m_log.DebugFormat( 994 //m_log.DebugFormat(
@@ -727,6 +1031,13 @@ namespace OpenSim.Region.Framework.Scenes
727 1031
728 ApplyPhysics(); 1032 ApplyPhysics();
729 1033
1034 if (RootPart.PhysActor != null)
1035 RootPart.Force = RootPart.Force;
1036 if (RootPart.PhysActor != null)
1037 RootPart.Torque = RootPart.Torque;
1038 if (RootPart.PhysActor != null)
1039 RootPart.Buoyancy = RootPart.Buoyancy;
1040
730 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1041 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
731 // for the same object with very different properties. The caller must schedule the update. 1042 // for the same object with very different properties. The caller must schedule the update.
732 //ScheduleGroupForFullUpdate(); 1043 //ScheduleGroupForFullUpdate();
@@ -742,6 +1053,10 @@ namespace OpenSim.Region.Framework.Scenes
742 EntityIntersection result = new EntityIntersection(); 1053 EntityIntersection result = new EntityIntersection();
743 1054
744 SceneObjectPart[] parts = m_parts.GetArray(); 1055 SceneObjectPart[] parts = m_parts.GetArray();
1056
1057 // Find closest hit here
1058 float idist = float.MaxValue;
1059
745 for (int i = 0; i < parts.Length; i++) 1060 for (int i = 0; i < parts.Length; i++)
746 { 1061 {
747 SceneObjectPart part = parts[i]; 1062 SceneObjectPart part = parts[i];
@@ -756,11 +1071,6 @@ namespace OpenSim.Region.Framework.Scenes
756 1071
757 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1072 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
758 1073
759 // This may need to be updated to the maximum draw distance possible..
760 // We might (and probably will) be checking for prim creation from other sims
761 // when the camera crosses the border.
762 float idist = Constants.RegionSize;
763
764 if (inter.HitTF) 1074 if (inter.HitTF)
765 { 1075 {
766 // We need to find the closest prim to return to the testcaller along the ray 1076 // We need to find the closest prim to return to the testcaller along the ray
@@ -771,10 +1081,11 @@ namespace OpenSim.Region.Framework.Scenes
771 result.obj = part; 1081 result.obj = part;
772 result.normal = inter.normal; 1082 result.normal = inter.normal;
773 result.distance = inter.distance; 1083 result.distance = inter.distance;
1084
1085 idist = inter.distance;
774 } 1086 }
775 } 1087 }
776 } 1088 }
777
778 return result; 1089 return result;
779 } 1090 }
780 1091
@@ -786,25 +1097,27 @@ namespace OpenSim.Region.Framework.Scenes
786 /// <returns></returns> 1097 /// <returns></returns>
787 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1098 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
788 { 1099 {
789 maxX = -256f; 1100 maxX = float.MinValue;
790 maxY = -256f; 1101 maxY = float.MinValue;
791 maxZ = -256f; 1102 maxZ = float.MinValue;
792 minX = 256f; 1103 minX = float.MaxValue;
793 minY = 256f; 1104 minY = float.MaxValue;
794 minZ = 8192f; 1105 minZ = float.MaxValue;
795 1106
796 SceneObjectPart[] parts = m_parts.GetArray(); 1107 SceneObjectPart[] parts = m_parts.GetArray();
797 for (int i = 0; i < parts.Length; i++) 1108 foreach (SceneObjectPart part in parts)
798 { 1109 {
799 SceneObjectPart part = parts[i];
800
801 Vector3 worldPos = part.GetWorldPosition(); 1110 Vector3 worldPos = part.GetWorldPosition();
802 Vector3 offset = worldPos - AbsolutePosition; 1111 Vector3 offset = worldPos - AbsolutePosition;
803 Quaternion worldRot; 1112 Quaternion worldRot;
804 if (part.ParentID == 0) 1113 if (part.ParentID == 0)
1114 {
805 worldRot = part.RotationOffset; 1115 worldRot = part.RotationOffset;
1116 }
806 else 1117 else
1118 {
807 worldRot = part.GetWorldRotation(); 1119 worldRot = part.GetWorldRotation();
1120 }
808 1121
809 Vector3 frontTopLeft; 1122 Vector3 frontTopLeft;
810 Vector3 frontTopRight; 1123 Vector3 frontTopRight;
@@ -816,6 +1129,8 @@ namespace OpenSim.Region.Framework.Scenes
816 Vector3 backBottomLeft; 1129 Vector3 backBottomLeft;
817 Vector3 backBottomRight; 1130 Vector3 backBottomRight;
818 1131
1132 // Vector3[] corners = new Vector3[8];
1133
819 Vector3 orig = Vector3.Zero; 1134 Vector3 orig = Vector3.Zero;
820 1135
821 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1136 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -850,6 +1165,38 @@ namespace OpenSim.Region.Framework.Scenes
850 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1165 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
851 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1166 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
852 1167
1168
1169
1170 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1171 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1172 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1173 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1174 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1175 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1176 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1177 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1178
1179 //for (int i = 0; i < 8; i++)
1180 //{
1181 // corners[i] = corners[i] * worldRot;
1182 // corners[i] += offset;
1183
1184 // if (corners[i].X > maxX)
1185 // maxX = corners[i].X;
1186 // if (corners[i].X < minX)
1187 // minX = corners[i].X;
1188
1189 // if (corners[i].Y > maxY)
1190 // maxY = corners[i].Y;
1191 // if (corners[i].Y < minY)
1192 // minY = corners[i].Y;
1193
1194 // if (corners[i].Z > maxZ)
1195 // maxZ = corners[i].Y;
1196 // if (corners[i].Z < minZ)
1197 // minZ = corners[i].Z;
1198 //}
1199
853 frontTopLeft = frontTopLeft * worldRot; 1200 frontTopLeft = frontTopLeft * worldRot;
854 frontTopRight = frontTopRight * worldRot; 1201 frontTopRight = frontTopRight * worldRot;
855 frontBottomLeft = frontBottomLeft * worldRot; 1202 frontBottomLeft = frontBottomLeft * worldRot;
@@ -871,6 +1218,15 @@ namespace OpenSim.Region.Framework.Scenes
871 backTopLeft += offset; 1218 backTopLeft += offset;
872 backTopRight += offset; 1219 backTopRight += offset;
873 1220
1221 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1222 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1223 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1224 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1225 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1226 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1227 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1228 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1229
874 if (frontTopRight.X > maxX) 1230 if (frontTopRight.X > maxX)
875 maxX = frontTopRight.X; 1231 maxX = frontTopRight.X;
876 if (frontTopLeft.X > maxX) 1232 if (frontTopLeft.X > maxX)
@@ -1014,17 +1370,118 @@ namespace OpenSim.Region.Framework.Scenes
1014 1370
1015 #endregion 1371 #endregion
1016 1372
1373 public void GetResourcesCosts(SceneObjectPart apart,
1374 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1375 {
1376 // this information may need to be cached
1377
1378 float cost;
1379 float tmpcost;
1380
1381 bool ComplexCost = false;
1382
1383 SceneObjectPart p;
1384 SceneObjectPart[] parts;
1385
1386 lock (m_parts)
1387 {
1388 parts = m_parts.GetArray();
1389 }
1390
1391 int nparts = parts.Length;
1392
1393
1394 for (int i = 0; i < nparts; i++)
1395 {
1396 p = parts[i];
1397
1398 if (p.UsesComplexCost)
1399 {
1400 ComplexCost = true;
1401 break;
1402 }
1403 }
1404
1405 if (ComplexCost)
1406 {
1407 linksetResCost = 0;
1408 linksetPhysCost = 0;
1409 partCost = 0;
1410 partPhysCost = 0;
1411
1412 for (int i = 0; i < nparts; i++)
1413 {
1414 p = parts[i];
1415
1416 cost = p.StreamingCost;
1417 tmpcost = p.SimulationCost;
1418 if (tmpcost > cost)
1419 cost = tmpcost;
1420 tmpcost = p.PhysicsCost;
1421 if (tmpcost > cost)
1422 cost = tmpcost;
1423
1424 linksetPhysCost += tmpcost;
1425 linksetResCost += cost;
1426
1427 if (p == apart)
1428 {
1429 partCost = cost;
1430 partPhysCost = tmpcost;
1431 }
1432 }
1433 }
1434 else
1435 {
1436 partPhysCost = 1.0f;
1437 partCost = 1.0f;
1438 linksetResCost = (float)nparts;
1439 linksetPhysCost = linksetResCost;
1440 }
1441 }
1442
1443 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1444 {
1445 SceneObjectPart p;
1446 SceneObjectPart[] parts;
1447
1448 lock (m_parts)
1449 {
1450 parts = m_parts.GetArray();
1451 }
1452
1453 int nparts = parts.Length;
1454
1455 PhysCost = 0;
1456 StreamCost = 0;
1457 SimulCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 StreamCost += p.StreamingCost;
1464 SimulCost += p.SimulationCost;
1465 PhysCost += p.PhysicsCost;
1466 }
1467 }
1468
1017 public void SaveScriptedState(XmlTextWriter writer) 1469 public void SaveScriptedState(XmlTextWriter writer)
1018 { 1470 {
1471 SaveScriptedState(writer, false);
1472 }
1473
1474 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1475 {
1019 XmlDocument doc = new XmlDocument(); 1476 XmlDocument doc = new XmlDocument();
1020 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1477 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1021 1478
1022 SceneObjectPart[] parts = m_parts.GetArray(); 1479 SceneObjectPart[] parts = m_parts.GetArray();
1023 for (int i = 0; i < parts.Length; i++) 1480 for (int i = 0; i < parts.Length; i++)
1024 { 1481 {
1025 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1482 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1026 foreach (KeyValuePair<UUID, string> kvp in pstates) 1483 foreach (KeyValuePair<UUID, string> kvp in pstates)
1027 states.Add(kvp.Key, kvp.Value); 1484 states[kvp.Key] = kvp.Value;
1028 } 1485 }
1029 1486
1030 if (states.Count > 0) 1487 if (states.Count > 0)
@@ -1044,6 +1501,169 @@ namespace OpenSim.Region.Framework.Scenes
1044 } 1501 }
1045 1502
1046 /// <summary> 1503 /// <summary>
1504 /// Add the avatar to this linkset (avatar is sat).
1505 /// </summary>
1506 /// <param name="agentID"></param>
1507 public void AddAvatar(UUID agentID)
1508 {
1509 ScenePresence presence;
1510 if (m_scene.TryGetScenePresence(agentID, out presence))
1511 {
1512 if (!m_linkedAvatars.Contains(presence))
1513 {
1514 m_linkedAvatars.Add(presence);
1515 }
1516 }
1517 }
1518
1519 /// <summary>
1520 /// Delete the avatar from this linkset (avatar is unsat).
1521 /// </summary>
1522 /// <param name="agentID"></param>
1523 public void DeleteAvatar(UUID agentID)
1524 {
1525 ScenePresence presence;
1526 if (m_scene.TryGetScenePresence(agentID, out presence))
1527 {
1528 if (m_linkedAvatars.Contains(presence))
1529 {
1530 m_linkedAvatars.Remove(presence);
1531 }
1532 }
1533 }
1534
1535 /// <summary>
1536 /// Returns the list of linked presences (avatars sat on this group)
1537 /// </summary>
1538 /// <param name="agentID"></param>
1539 public List<ScenePresence> GetLinkedAvatars()
1540 {
1541 return m_linkedAvatars;
1542 }
1543
1544 /// <summary>
1545 /// Attach this scene object to the given avatar.
1546 /// </summary>
1547 /// <param name="agentID"></param>
1548 /// <param name="attachmentpoint"></param>
1549 /// <param name="AttachOffset"></param>
1550 private void AttachToAgent(
1551 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1552 {
1553 if (avatar != null)
1554 {
1555 // don't attach attachments to child agents
1556 if (avatar.IsChildAgent) return;
1557
1558 // Remove from database and parcel prim count
1559 m_scene.DeleteFromStorage(so.UUID);
1560 m_scene.EventManager.TriggerParcelPrimCountTainted();
1561
1562 so.AttachedAvatar = avatar.UUID;
1563
1564 if (so.RootPart.PhysActor != null)
1565 {
1566 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1567 so.RootPart.PhysActor = null;
1568 }
1569
1570 so.AbsolutePosition = attachOffset;
1571 so.RootPart.AttachedPos = attachOffset;
1572 so.IsAttachment = true;
1573 so.RootPart.SetParentLocalId(avatar.LocalId);
1574 so.AttachmentPoint = attachmentpoint;
1575
1576 avatar.AddAttachment(this);
1577
1578 if (!silent)
1579 {
1580 // Killing it here will cause the client to deselect it
1581 // It then reappears on the avatar, deselected
1582 // through the full update below
1583 //
1584 if (IsSelected)
1585 {
1586 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1587 }
1588
1589 IsSelected = false; // fudge....
1590 ScheduleGroupForFullUpdate();
1591 }
1592 }
1593 else
1594 {
1595 m_log.WarnFormat(
1596 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1597 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1598 }
1599 }
1600
1601 public byte GetAttachmentPoint()
1602 {
1603 return m_rootPart.Shape.State;
1604 }
1605
1606 public void DetachToGround()
1607 {
1608 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1609 if (avatar == null)
1610 return;
1611
1612 avatar.RemoveAttachment(this);
1613
1614 Vector3 detachedpos = new Vector3(127f,127f,127f);
1615 if (avatar == null)
1616 return;
1617
1618 detachedpos = avatar.AbsolutePosition;
1619 FromItemID = UUID.Zero;
1620
1621 AbsolutePosition = detachedpos;
1622 AttachedAvatar = UUID.Zero;
1623
1624 //SceneObjectPart[] parts = m_parts.GetArray();
1625 //for (int i = 0; i < parts.Length; i++)
1626 // parts[i].AttachedAvatar = UUID.Zero;
1627
1628 m_rootPart.SetParentLocalId(0);
1629 AttachmentPoint = (byte)0;
1630 // must check if buildind should be true or false here
1631 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1632 HasGroupChanged = true;
1633 RootPart.Rezzed = DateTime.Now;
1634 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1635 AttachToBackup();
1636 m_scene.EventManager.TriggerParcelPrimCountTainted();
1637 m_rootPart.ScheduleFullUpdate();
1638 m_rootPart.ClearUndoState();
1639 }
1640
1641 public void DetachToInventoryPrep()
1642 {
1643 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1644 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1645 if (avatar != null)
1646 {
1647 //detachedpos = avatar.AbsolutePosition;
1648 avatar.RemoveAttachment(this);
1649 }
1650
1651 AttachedAvatar = UUID.Zero;
1652
1653 /*SceneObjectPart[] parts = m_parts.GetArray();
1654 for (int i = 0; i < parts.Length; i++)
1655 parts[i].AttachedAvatar = UUID.Zero;*/
1656
1657 m_rootPart.SetParentLocalId(0);
1658 //m_rootPart.SetAttachmentPoint((byte)0);
1659 IsAttachment = false;
1660 AbsolutePosition = m_rootPart.AttachedPos;
1661 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1662 //AttachToBackup();
1663 //m_rootPart.ScheduleFullUpdate();
1664 }
1665
1666 /// <summary>
1047 /// 1667 ///
1048 /// </summary> 1668 /// </summary>
1049 /// <param name="part"></param> 1669 /// <param name="part"></param>
@@ -1083,7 +1703,10 @@ namespace OpenSim.Region.Framework.Scenes
1083 public void AddPart(SceneObjectPart part) 1703 public void AddPart(SceneObjectPart part)
1084 { 1704 {
1085 part.SetParent(this); 1705 part.SetParent(this);
1086 part.LinkNum = m_parts.Add(part.UUID, part); 1706 m_parts.Add(part.UUID, part);
1707
1708 part.LinkNum = m_parts.Count;
1709
1087 if (part.LinkNum == 2) 1710 if (part.LinkNum == 2)
1088 RootPart.LinkNum = 1; 1711 RootPart.LinkNum = 1;
1089 } 1712 }
@@ -1174,7 +1797,7 @@ namespace OpenSim.Region.Framework.Scenes
1174// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1797// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1175// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1798// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1176 1799
1177 part.StoreUndoState(); 1800// part.StoreUndoState();
1178 part.OnGrab(offsetPos, remoteClient); 1801 part.OnGrab(offsetPos, remoteClient);
1179 } 1802 }
1180 1803
@@ -1194,6 +1817,11 @@ namespace OpenSim.Region.Framework.Scenes
1194 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1817 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1195 public void DeleteGroupFromScene(bool silent) 1818 public void DeleteGroupFromScene(bool silent)
1196 { 1819 {
1820 // We need to keep track of this state in case this group is still queued for backup.
1821 IsDeleted = true;
1822
1823 DetachFromBackup();
1824
1197 SceneObjectPart[] parts = m_parts.GetArray(); 1825 SceneObjectPart[] parts = m_parts.GetArray();
1198 for (int i = 0; i < parts.Length; i++) 1826 for (int i = 0; i < parts.Length; i++)
1199 { 1827 {
@@ -1217,6 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1845 }
1218 }); 1846 });
1219 } 1847 }
1848
1220 } 1849 }
1221 1850
1222 public void AddScriptLPS(int count) 1851 public void AddScriptLPS(int count)
@@ -1286,28 +1915,43 @@ namespace OpenSim.Region.Framework.Scenes
1286 /// </summary> 1915 /// </summary>
1287 public void ApplyPhysics() 1916 public void ApplyPhysics()
1288 { 1917 {
1289 // Apply physics to the root prim
1290 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1291
1292 // Apply physics to child prims
1293 SceneObjectPart[] parts = m_parts.GetArray(); 1918 SceneObjectPart[] parts = m_parts.GetArray();
1294 if (parts.Length > 1) 1919 if (parts.Length > 1)
1295 { 1920 {
1921 ResetChildPrimPhysicsPositions();
1922
1923 // Apply physics to the root prim
1924 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1925
1926
1296 for (int i = 0; i < parts.Length; i++) 1927 for (int i = 0; i < parts.Length; i++)
1297 { 1928 {
1298 SceneObjectPart part = parts[i]; 1929 SceneObjectPart part = parts[i];
1299 if (part.LocalId != m_rootPart.LocalId) 1930 if (part.LocalId != m_rootPart.LocalId)
1300 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1931 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1301 } 1932 }
1302
1303 // Hack to get the physics scene geometries in the right spot 1933 // Hack to get the physics scene geometries in the right spot
1304 ResetChildPrimPhysicsPositions(); 1934// ResetChildPrimPhysicsPositions();
1935 if (m_rootPart.PhysActor != null)
1936 {
1937 m_rootPart.PhysActor.Building = false;
1938 }
1939 }
1940 else
1941 {
1942 // Apply physics to the root prim
1943 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1305 } 1944 }
1306 } 1945 }
1307 1946
1308 public void SetOwnerId(UUID userId) 1947 public void SetOwnerId(UUID userId)
1309 { 1948 {
1310 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1949 ForEachPart(delegate(SceneObjectPart part)
1950 {
1951
1952 part.OwnerID = userId;
1953
1954 });
1311 } 1955 }
1312 1956
1313 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1957 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1339,11 +1983,17 @@ namespace OpenSim.Region.Framework.Scenes
1339 return; 1983 return;
1340 } 1984 }
1341 1985
1986 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1987 return;
1988
1342 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1989 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1343 // any exception propogate upwards. 1990 // any exception propogate upwards.
1344 try 1991 try
1345 { 1992 {
1346 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1993 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1994 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
1995 m_scene.LoadingPrims) // Land may not be valid yet
1996
1347 { 1997 {
1348 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1998 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1349 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1999 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1370,6 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes
1370 } 2020 }
1371 } 2021 }
1372 } 2022 }
2023
1373 } 2024 }
1374 2025
1375 if (m_scene.UseBackup && HasGroupChanged) 2026 if (m_scene.UseBackup && HasGroupChanged)
@@ -1377,10 +2028,30 @@ namespace OpenSim.Region.Framework.Scenes
1377 // don't backup while it's selected or you're asking for changes mid stream. 2028 // don't backup while it's selected or you're asking for changes mid stream.
1378 if (isTimeToPersist() || forcedBackup) 2029 if (isTimeToPersist() || forcedBackup)
1379 { 2030 {
2031 if (m_rootPart.PhysActor != null &&
2032 (!m_rootPart.PhysActor.IsPhysical))
2033 {
2034 // Possible ghost prim
2035 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2036 {
2037 foreach (SceneObjectPart part in m_parts.GetArray())
2038 {
2039 // Re-set physics actor positions and
2040 // orientations
2041 part.GroupPosition = m_rootPart.GroupPosition;
2042 }
2043 }
2044 }
1380// m_log.DebugFormat( 2045// m_log.DebugFormat(
1381// "[SCENE]: Storing {0}, {1} in {2}", 2046// "[SCENE]: Storing {0}, {1} in {2}",
1382// Name, UUID, m_scene.RegionInfo.RegionName); 2047// Name, UUID, m_scene.RegionInfo.RegionName);
1383 2048
2049 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2050 {
2051 RootPart.Shape.State = 0;
2052 ScheduleGroupForFullUpdate();
2053 }
2054
1384 SceneObjectGroup backup_group = Copy(false); 2055 SceneObjectGroup backup_group = Copy(false);
1385 backup_group.RootPart.Velocity = RootPart.Velocity; 2056 backup_group.RootPart.Velocity = RootPart.Velocity;
1386 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2057 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1390,6 +2061,15 @@ namespace OpenSim.Region.Framework.Scenes
1390 HasGroupChangedDueToDelink = false; 2061 HasGroupChangedDueToDelink = false;
1391 2062
1392 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2063 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2064 backup_group.ForEachPart(delegate(SceneObjectPart part)
2065 {
2066 if (part.KeyframeMotion != null)
2067 {
2068 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2069 part.KeyframeMotion.UpdateSceneObject(this);
2070 }
2071 });
2072
1393 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2073 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1394 2074
1395 backup_group.ForEachPart(delegate(SceneObjectPart part) 2075 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1446,10 +2126,14 @@ namespace OpenSim.Region.Framework.Scenes
1446 /// <returns></returns> 2126 /// <returns></returns>
1447 public SceneObjectGroup Copy(bool userExposed) 2127 public SceneObjectGroup Copy(bool userExposed)
1448 { 2128 {
2129 m_dupeInProgress = true;
1449 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2130 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1450 dupe.m_isBackedUp = false; 2131 dupe.m_isBackedUp = false;
1451 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2132 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1452 2133
2134 // new group as no sitting avatars
2135 dupe.m_linkedAvatars = new List<ScenePresence>();
2136
1453 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2137 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1454 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2138 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1455 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2139 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1460,7 +2144,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 // This is only necessary when userExposed is false! 2144 // This is only necessary when userExposed is false!
1461 2145
1462 bool previousAttachmentStatus = dupe.IsAttachment; 2146 bool previousAttachmentStatus = dupe.IsAttachment;
1463 2147
1464 if (!userExposed) 2148 if (!userExposed)
1465 dupe.IsAttachment = true; 2149 dupe.IsAttachment = true;
1466 2150
@@ -1478,11 +2162,11 @@ namespace OpenSim.Region.Framework.Scenes
1478 dupe.m_rootPart.TrimPermissions(); 2162 dupe.m_rootPart.TrimPermissions();
1479 2163
1480 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2164 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1481 2165
1482 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2166 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1483 { 2167 {
1484 return p1.LinkNum.CompareTo(p2.LinkNum); 2168 return p1.LinkNum.CompareTo(p2.LinkNum);
1485 } 2169 }
1486 ); 2170 );
1487 2171
1488 foreach (SceneObjectPart part in partList) 2172 foreach (SceneObjectPart part in partList)
@@ -1492,41 +2176,53 @@ namespace OpenSim.Region.Framework.Scenes
1492 { 2176 {
1493 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2177 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1494 newPart.LinkNum = part.LinkNum; 2178 newPart.LinkNum = part.LinkNum;
1495 } 2179 if (userExposed)
2180 newPart.ParentID = dupe.m_rootPart.LocalId;
2181 }
1496 else 2182 else
1497 { 2183 {
1498 newPart = dupe.m_rootPart; 2184 newPart = dupe.m_rootPart;
1499 } 2185 }
2186/*
2187 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2188 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1500 2189
1501 // Need to duplicate the physics actor as well 2190 // Need to duplicate the physics actor as well
1502 PhysicsActor originalPartPa = part.PhysActor; 2191 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1503 if (originalPartPa != null && userExposed)
1504 { 2192 {
1505 PrimitiveBaseShape pbs = newPart.Shape; 2193 PrimitiveBaseShape pbs = newPart.Shape;
1506
1507 newPart.PhysActor 2194 newPart.PhysActor
1508 = m_scene.PhysicsScene.AddPrimShape( 2195 = m_scene.PhysicsScene.AddPrimShape(
1509 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2196 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1510 pbs, 2197 pbs,
1511 newPart.AbsolutePosition, 2198 newPart.AbsolutePosition,
1512 newPart.Scale, 2199 newPart.Scale,
1513 newPart.RotationOffset, 2200 newPart.GetWorldRotation(),
1514 originalPartPa.IsPhysical, 2201 isphys,
2202 isphan,
1515 newPart.LocalId); 2203 newPart.LocalId);
1516 2204
1517 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2205 newPart.DoPhysicsPropertyUpdate(isphys, true);
1518 } 2206 */
2207 if (userExposed)
2208 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2209// }
1519 } 2210 }
1520 2211
1521 if (userExposed) 2212 if (userExposed)
1522 { 2213 {
1523 dupe.UpdateParentIDs(); 2214// done above dupe.UpdateParentIDs();
2215
2216 if (dupe.m_rootPart.PhysActor != null)
2217 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2218
1524 dupe.HasGroupChanged = true; 2219 dupe.HasGroupChanged = true;
1525 dupe.AttachToBackup(); 2220 dupe.AttachToBackup();
1526 2221
1527 ScheduleGroupForFullUpdate(); 2222 ScheduleGroupForFullUpdate();
1528 } 2223 }
1529 2224
2225 m_dupeInProgress = false;
1530 return dupe; 2226 return dupe;
1531 } 2227 }
1532 2228
@@ -1538,11 +2234,24 @@ namespace OpenSim.Region.Framework.Scenes
1538 /// <param name="cGroupID"></param> 2234 /// <param name="cGroupID"></param>
1539 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2235 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1540 { 2236 {
1541 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2237 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2238 // give newpart a new local ID lettng old part keep same
2239 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2240 newpart.LocalId = m_scene.AllocateLocalId();
2241
2242 SetRootPart(newpart);
2243 if (userExposed)
2244 RootPart.Velocity = Vector3.Zero; // In case source is moving
1542 } 2245 }
1543 2246
1544 public void ScriptSetPhysicsStatus(bool usePhysics) 2247 public void ScriptSetPhysicsStatus(bool usePhysics)
1545 { 2248 {
2249 if (usePhysics)
2250 {
2251 if (RootPart.KeyframeMotion != null)
2252 RootPart.KeyframeMotion.Stop();
2253 RootPart.KeyframeMotion = null;
2254 }
1546 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2255 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1547 } 2256 }
1548 2257
@@ -1590,13 +2299,14 @@ namespace OpenSim.Region.Framework.Scenes
1590 2299
1591 if (pa != null) 2300 if (pa != null)
1592 { 2301 {
1593 pa.AddForce(impulse, true); 2302 // false to be applied as a impulse
2303 pa.AddForce(impulse, false);
1594 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2304 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1595 } 2305 }
1596 } 2306 }
1597 } 2307 }
1598 2308
1599 public void applyAngularImpulse(Vector3 impulse) 2309 public void ApplyAngularImpulse(Vector3 impulse)
1600 { 2310 {
1601 PhysicsActor pa = RootPart.PhysActor; 2311 PhysicsActor pa = RootPart.PhysActor;
1602 2312
@@ -1604,21 +2314,8 @@ namespace OpenSim.Region.Framework.Scenes
1604 { 2314 {
1605 if (!IsAttachment) 2315 if (!IsAttachment)
1606 { 2316 {
1607 pa.AddAngularForce(impulse, true); 2317 // false to be applied as a impulse
1608 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2318 pa.AddAngularForce(impulse, false);
1609 }
1610 }
1611 }
1612
1613 public void setAngularImpulse(Vector3 impulse)
1614 {
1615 PhysicsActor pa = RootPart.PhysActor;
1616
1617 if (pa != null)
1618 {
1619 if (!IsAttachment)
1620 {
1621 pa.Torque = impulse;
1622 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2319 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1623 } 2320 }
1624 } 2321 }
@@ -1626,20 +2323,10 @@ namespace OpenSim.Region.Framework.Scenes
1626 2323
1627 public Vector3 GetTorque() 2324 public Vector3 GetTorque()
1628 { 2325 {
1629 PhysicsActor pa = RootPart.PhysActor; 2326 return RootPart.Torque;
1630
1631 if (pa != null)
1632 {
1633 if (!IsAttachment)
1634 {
1635 Vector3 torque = pa.Torque;
1636 return torque;
1637 }
1638 }
1639
1640 return Vector3.Zero;
1641 } 2327 }
1642 2328
2329 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1643 public void moveToTarget(Vector3 target, float tau) 2330 public void moveToTarget(Vector3 target, float tau)
1644 { 2331 {
1645 if (IsAttachment) 2332 if (IsAttachment)
@@ -1671,6 +2358,46 @@ namespace OpenSim.Region.Framework.Scenes
1671 pa.PIDActive = false; 2358 pa.PIDActive = false;
1672 } 2359 }
1673 2360
2361 public void rotLookAt(Quaternion target, float strength, float damping)
2362 {
2363 SceneObjectPart rootpart = m_rootPart;
2364 if (rootpart != null)
2365 {
2366 if (IsAttachment)
2367 {
2368 /*
2369 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2370 if (avatar != null)
2371 {
2372 Rotate the Av?
2373 } */
2374 }
2375 else
2376 {
2377 if (rootpart.PhysActor != null)
2378 { // APID must be implemented in your physics system for this to function.
2379 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2380 rootpart.PhysActor.APIDStrength = strength;
2381 rootpart.PhysActor.APIDDamping = damping;
2382 rootpart.PhysActor.APIDActive = true;
2383 }
2384 }
2385 }
2386 }
2387
2388 public void stopLookAt()
2389 {
2390 SceneObjectPart rootpart = m_rootPart;
2391 if (rootpart != null)
2392 {
2393 if (rootpart.PhysActor != null)
2394 { // APID must be implemented in your physics system for this to function.
2395 rootpart.PhysActor.APIDActive = false;
2396 }
2397 }
2398
2399 }
2400
1674 /// <summary> 2401 /// <summary>
1675 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2402 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1676 /// </summary> 2403 /// </summary>
@@ -1687,7 +2414,7 @@ namespace OpenSim.Region.Framework.Scenes
1687 { 2414 {
1688 pa.PIDHoverHeight = height; 2415 pa.PIDHoverHeight = height;
1689 pa.PIDHoverType = hoverType; 2416 pa.PIDHoverType = hoverType;
1690 pa.PIDTau = tau; 2417 pa.PIDHoverTau = tau;
1691 pa.PIDHoverActive = true; 2418 pa.PIDHoverActive = true;
1692 } 2419 }
1693 else 2420 else
@@ -1727,7 +2454,12 @@ namespace OpenSim.Region.Framework.Scenes
1727 /// <param name="cGroupID"></param> 2454 /// <param name="cGroupID"></param>
1728 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2455 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1729 { 2456 {
1730 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2457 // give new ID to the new part, letting old keep original
2458 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2459 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2460 newPart.LocalId = m_scene.AllocateLocalId();
2461 newPart.SetParent(this);
2462
1731 AddPart(newPart); 2463 AddPart(newPart);
1732 2464
1733 SetPartAsNonRoot(newPart); 2465 SetPartAsNonRoot(newPart);
@@ -1866,11 +2598,11 @@ namespace OpenSim.Region.Framework.Scenes
1866 /// Immediately send a full update for this scene object. 2598 /// Immediately send a full update for this scene object.
1867 /// </summary> 2599 /// </summary>
1868 public void SendGroupFullUpdate() 2600 public void SendGroupFullUpdate()
1869 { 2601 {
1870 if (IsDeleted) 2602 if (IsDeleted)
1871 return; 2603 return;
1872 2604
1873// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2605// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1874 2606
1875 RootPart.SendFullUpdateToAllClients(); 2607 RootPart.SendFullUpdateToAllClients();
1876 2608
@@ -2007,6 +2739,11 @@ namespace OpenSim.Region.Framework.Scenes
2007 // 'linkPart' == the root of the group being linked into this group 2739 // 'linkPart' == the root of the group being linked into this group
2008 SceneObjectPart linkPart = objectGroup.m_rootPart; 2740 SceneObjectPart linkPart = objectGroup.m_rootPart;
2009 2741
2742 if (m_rootPart.PhysActor != null)
2743 m_rootPart.PhysActor.Building = true;
2744 if (linkPart.PhysActor != null)
2745 linkPart.PhysActor.Building = true;
2746
2010 // physics flags from group to be applied to linked parts 2747 // physics flags from group to be applied to linked parts
2011 bool grpusephys = UsesPhysics; 2748 bool grpusephys = UsesPhysics;
2012 bool grptemporary = IsTemporary; 2749 bool grptemporary = IsTemporary;
@@ -2032,12 +2769,12 @@ namespace OpenSim.Region.Framework.Scenes
2032 Vector3 axPos = linkPart.OffsetPosition; 2769 Vector3 axPos = linkPart.OffsetPosition;
2033 // Rotate the linking root SOP's position to be relative to the new root prim 2770 // Rotate the linking root SOP's position to be relative to the new root prim
2034 Quaternion parentRot = m_rootPart.RotationOffset; 2771 Quaternion parentRot = m_rootPart.RotationOffset;
2035 axPos *= Quaternion.Inverse(parentRot); 2772 axPos *= Quaternion.Conjugate(parentRot);
2036 linkPart.OffsetPosition = axPos; 2773 linkPart.OffsetPosition = axPos;
2037 2774
2038 // Make the linking root SOP's rotation relative to the new root prim 2775 // Make the linking root SOP's rotation relative to the new root prim
2039 Quaternion oldRot = linkPart.RotationOffset; 2776 Quaternion oldRot = linkPart.RotationOffset;
2040 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2777 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2041 linkPart.RotationOffset = newRot; 2778 linkPart.RotationOffset = newRot;
2042 2779
2043 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2780 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2071,7 +2808,7 @@ namespace OpenSim.Region.Framework.Scenes
2071 linkPart.CreateSelected = true; 2808 linkPart.CreateSelected = true;
2072 2809
2073 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2810 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2074 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2811 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2075 2812
2076 // If the added SOP is physical, also tell the physics engine about the link relationship. 2813 // If the added SOP is physical, also tell the physics engine about the link relationship.
2077 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2814 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2081,6 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2081 } 2818 }
2082 2819
2083 linkPart.LinkNum = linkNum++; 2820 linkPart.LinkNum = linkNum++;
2821 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2084 2822
2085 // Get a list of the SOP's in the old group in order of their linknum's. 2823 // Get a list of the SOP's in the old group in order of their linknum's.
2086 SceneObjectPart[] ogParts = objectGroup.Parts; 2824 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2099,7 +2837,7 @@ namespace OpenSim.Region.Framework.Scenes
2099 2837
2100 // Update the physics flags for the newly added SOP 2838 // Update the physics flags for the newly added SOP
2101 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2839 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2102 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2840 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2103 2841
2104 // If the added SOP is physical, also tell the physics engine about the link relationship. 2842 // If the added SOP is physical, also tell the physics engine about the link relationship.
2105 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2843 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2117,7 +2855,7 @@ namespace OpenSim.Region.Framework.Scenes
2117 objectGroup.IsDeleted = true; 2855 objectGroup.IsDeleted = true;
2118 2856
2119 objectGroup.m_parts.Clear(); 2857 objectGroup.m_parts.Clear();
2120 2858
2121 // Can't do this yet since backup still makes use of the root part without any synchronization 2859 // Can't do this yet since backup still makes use of the root part without any synchronization
2122// objectGroup.m_rootPart = null; 2860// objectGroup.m_rootPart = null;
2123 2861
@@ -2128,6 +2866,9 @@ namespace OpenSim.Region.Framework.Scenes
2128 // unmoved prims! 2866 // unmoved prims!
2129 ResetChildPrimPhysicsPositions(); 2867 ResetChildPrimPhysicsPositions();
2130 2868
2869 if (m_rootPart.PhysActor != null)
2870 m_rootPart.PhysActor.Building = false;
2871
2131 //HasGroupChanged = true; 2872 //HasGroupChanged = true;
2132 //ScheduleGroupForFullUpdate(); 2873 //ScheduleGroupForFullUpdate();
2133 } 2874 }
@@ -2195,7 +2936,10 @@ namespace OpenSim.Region.Framework.Scenes
2195// m_log.DebugFormat( 2936// m_log.DebugFormat(
2196// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2937// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2197// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2938// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2198 2939
2940 if (m_rootPart.PhysActor != null)
2941 m_rootPart.PhysActor.Building = true;
2942
2199 linkPart.ClearUndoState(); 2943 linkPart.ClearUndoState();
2200 2944
2201 Vector3 worldPos = linkPart.GetWorldPosition(); 2945 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2266,6 +3010,14 @@ namespace OpenSim.Region.Framework.Scenes
2266 3010
2267 // When we delete a group, we currently have to force persist to the database if the object id has changed 3011 // When we delete a group, we currently have to force persist to the database if the object id has changed
2268 // (since delete works by deleting all rows which have a given object id) 3012 // (since delete works by deleting all rows which have a given object id)
3013
3014 // this is as it seems to be in sl now
3015 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3016 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3017
3018 if (m_rootPart.PhysActor != null)
3019 m_rootPart.PhysActor.Building = false;
3020
2269 objectGroup.HasGroupChangedDueToDelink = true; 3021 objectGroup.HasGroupChangedDueToDelink = true;
2270 3022
2271 return objectGroup; 3023 return objectGroup;
@@ -2277,6 +3029,7 @@ namespace OpenSim.Region.Framework.Scenes
2277 /// <param name="objectGroup"></param> 3029 /// <param name="objectGroup"></param>
2278 public virtual void DetachFromBackup() 3030 public virtual void DetachFromBackup()
2279 { 3031 {
3032 m_scene.SceneGraph.FireDetachFromBackup(this);
2280 if (m_isBackedUp && Scene != null) 3033 if (m_isBackedUp && Scene != null)
2281 m_scene.EventManager.OnBackup -= ProcessBackup; 3034 m_scene.EventManager.OnBackup -= ProcessBackup;
2282 3035
@@ -2297,7 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
2297 Vector3 axPos = part.OffsetPosition; 3050 Vector3 axPos = part.OffsetPosition;
2298 axPos *= parentRot; 3051 axPos *= parentRot;
2299 part.OffsetPosition = axPos; 3052 part.OffsetPosition = axPos;
2300 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3053 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3054 part.GroupPosition = newPos;
2301 part.OffsetPosition = Vector3.Zero; 3055 part.OffsetPosition = Vector3.Zero;
2302 3056
2303 // Compution our rotation to be not relative to the old parent 3057 // Compution our rotation to be not relative to the old parent
@@ -2312,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
2312 part.LinkNum = linkNum; 3066 part.LinkNum = linkNum;
2313 3067
2314 // Compute the new position of this SOP relative to the group position 3068 // Compute the new position of this SOP relative to the group position
2315 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3069 part.OffsetPosition = newPos - AbsolutePosition;
2316 3070
2317 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3071 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2318 // It would have the affect of setting the physics engine position multiple 3072 // It would have the affect of setting the physics engine position multiple
@@ -2322,18 +3076,19 @@ namespace OpenSim.Region.Framework.Scenes
2322 // Rotate the relative position by the rotation of the group 3076 // Rotate the relative position by the rotation of the group
2323 Quaternion rootRotation = m_rootPart.RotationOffset; 3077 Quaternion rootRotation = m_rootPart.RotationOffset;
2324 Vector3 pos = part.OffsetPosition; 3078 Vector3 pos = part.OffsetPosition;
2325 pos *= Quaternion.Inverse(rootRotation); 3079 pos *= Quaternion.Conjugate(rootRotation);
2326 part.OffsetPosition = pos; 3080 part.OffsetPosition = pos;
2327 3081
2328 // Compute the SOP's rotation relative to the rotation of the group. 3082 // Compute the SOP's rotation relative to the rotation of the group.
2329 parentRot = m_rootPart.RotationOffset; 3083 parentRot = m_rootPart.RotationOffset;
2330 oldRot = part.RotationOffset; 3084 oldRot = part.RotationOffset;
2331 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3085 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2332 part.RotationOffset = newRot; 3086 part.RotationOffset = newRot;
2333 3087
2334 // Since this SOP's state has changed, push those changes into the physics engine 3088 // Since this SOP's state has changed, push those changes into the physics engine
2335 // and the simulator. 3089 // and the simulator.
2336 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3090 // done on caller
3091// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2337 } 3092 }
2338 3093
2339 /// <summary> 3094 /// <summary>
@@ -2355,10 +3110,14 @@ namespace OpenSim.Region.Framework.Scenes
2355 { 3110 {
2356 if (!m_rootPart.BlockGrab) 3111 if (!m_rootPart.BlockGrab)
2357 { 3112 {
2358 Vector3 llmoveforce = pos - AbsolutePosition; 3113/* Vector3 llmoveforce = pos - AbsolutePosition;
2359 Vector3 grabforce = llmoveforce; 3114 Vector3 grabforce = llmoveforce;
2360 grabforce = (grabforce / 10) * pa.Mass; 3115 grabforce = (grabforce / 10) * pa.Mass;
2361 pa.AddForce(grabforce, true); 3116 */
3117 // empirically convert distance diference to a impulse
3118 Vector3 grabforce = pos - AbsolutePosition;
3119 grabforce = grabforce * (pa.Mass/ 10.0f);
3120 pa.AddForce(grabforce, false);
2362 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3121 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2363 } 3122 }
2364 } 3123 }
@@ -2584,8 +3343,22 @@ namespace OpenSim.Region.Framework.Scenes
2584 } 3343 }
2585 } 3344 }
2586 3345
2587 for (int i = 0; i < parts.Length; i++) 3346 if (parts.Length > 1)
2588 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3347 {
3348 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3349
3350 for (int i = 0; i < parts.Length; i++)
3351 {
3352
3353 if (parts[i].UUID != m_rootPart.UUID)
3354 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3355 }
3356
3357 if (m_rootPart.PhysActor != null)
3358 m_rootPart.PhysActor.Building = false;
3359 }
3360 else
3361 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2589 } 3362 }
2590 } 3363 }
2591 3364
@@ -2598,6 +3371,17 @@ namespace OpenSim.Region.Framework.Scenes
2598 } 3371 }
2599 } 3372 }
2600 3373
3374
3375
3376 /// <summary>
3377 /// Gets the number of parts
3378 /// </summary>
3379 /// <returns></returns>
3380 public int GetPartCount()
3381 {
3382 return Parts.Count();
3383 }
3384
2601 /// <summary> 3385 /// <summary>
2602 /// Update the texture entry for this part 3386 /// Update the texture entry for this part
2603 /// </summary> 3387 /// </summary>
@@ -2659,11 +3443,6 @@ namespace OpenSim.Region.Framework.Scenes
2659 /// <param name="scale"></param> 3443 /// <param name="scale"></param>
2660 public void GroupResize(Vector3 scale) 3444 public void GroupResize(Vector3 scale)
2661 { 3445 {
2662// m_log.DebugFormat(
2663// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2664
2665 RootPart.StoreUndoState(true);
2666
2667 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3446 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2668 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3447 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2669 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3448 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2690,7 +3469,6 @@ namespace OpenSim.Region.Framework.Scenes
2690 SceneObjectPart obPart = parts[i]; 3469 SceneObjectPart obPart = parts[i];
2691 if (obPart.UUID != m_rootPart.UUID) 3470 if (obPart.UUID != m_rootPart.UUID)
2692 { 3471 {
2693// obPart.IgnoreUndoUpdate = true;
2694 Vector3 oldSize = new Vector3(obPart.Scale); 3472 Vector3 oldSize = new Vector3(obPart.Scale);
2695 3473
2696 float f = 1.0f; 3474 float f = 1.0f;
@@ -2754,8 +3532,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 z *= a; 3532 z *= a;
2755 } 3533 }
2756 } 3534 }
2757
2758// obPart.IgnoreUndoUpdate = false;
2759 } 3535 }
2760 } 3536 }
2761 } 3537 }
@@ -2765,9 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 prevScale.Y *= y; 3541 prevScale.Y *= y;
2766 prevScale.Z *= z; 3542 prevScale.Z *= z;
2767 3543
2768// RootPart.IgnoreUndoUpdate = true;
2769 RootPart.Resize(prevScale); 3544 RootPart.Resize(prevScale);
2770// RootPart.IgnoreUndoUpdate = false;
2771 3545
2772 parts = m_parts.GetArray(); 3546 parts = m_parts.GetArray();
2773 for (int i = 0; i < parts.Length; i++) 3547 for (int i = 0; i < parts.Length; i++)
@@ -2776,8 +3550,6 @@ namespace OpenSim.Region.Framework.Scenes
2776 3550
2777 if (obPart.UUID != m_rootPart.UUID) 3551 if (obPart.UUID != m_rootPart.UUID)
2778 { 3552 {
2779 obPart.IgnoreUndoUpdate = true;
2780
2781 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3553 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2782 currentpos.X *= x; 3554 currentpos.X *= x;
2783 currentpos.Y *= y; 3555 currentpos.Y *= y;
@@ -2790,16 +3562,12 @@ namespace OpenSim.Region.Framework.Scenes
2790 3562
2791 obPart.Resize(newSize); 3563 obPart.Resize(newSize);
2792 obPart.UpdateOffSet(currentpos); 3564 obPart.UpdateOffSet(currentpos);
2793
2794 obPart.IgnoreUndoUpdate = false;
2795 } 3565 }
2796 3566
2797// obPart.IgnoreUndoUpdate = false; 3567 HasGroupChanged = true;
2798// obPart.StoreUndoState(); 3568 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3569 ScheduleGroupForTerseUpdate();
2799 } 3570 }
2800
2801// m_log.DebugFormat(
2802// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2803 } 3571 }
2804 3572
2805 #endregion 3573 #endregion
@@ -2812,14 +3580,6 @@ namespace OpenSim.Region.Framework.Scenes
2812 /// <param name="pos"></param> 3580 /// <param name="pos"></param>
2813 public void UpdateGroupPosition(Vector3 pos) 3581 public void UpdateGroupPosition(Vector3 pos)
2814 { 3582 {
2815// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2816
2817 RootPart.StoreUndoState(true);
2818
2819// SceneObjectPart[] parts = m_parts.GetArray();
2820// for (int i = 0; i < parts.Length; i++)
2821// parts[i].StoreUndoState();
2822
2823 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3583 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2824 { 3584 {
2825 if (IsAttachment) 3585 if (IsAttachment)
@@ -2852,21 +3612,17 @@ namespace OpenSim.Region.Framework.Scenes
2852 /// </summary> 3612 /// </summary>
2853 /// <param name="pos"></param> 3613 /// <param name="pos"></param>
2854 /// <param name="localID"></param> 3614 /// <param name="localID"></param>
3615 ///
3616
2855 public void UpdateSinglePosition(Vector3 pos, uint localID) 3617 public void UpdateSinglePosition(Vector3 pos, uint localID)
2856 { 3618 {
2857 SceneObjectPart part = GetPart(localID); 3619 SceneObjectPart part = GetPart(localID);
2858 3620
2859// SceneObjectPart[] parts = m_parts.GetArray();
2860// for (int i = 0; i < parts.Length; i++)
2861// parts[i].StoreUndoState();
2862
2863 if (part != null) 3621 if (part != null)
2864 { 3622 {
2865// m_log.DebugFormat( 3623// unlock parts position change
2866// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3624 if (m_rootPart.PhysActor != null)
2867 3625 m_rootPart.PhysActor.Building = true;
2868 part.StoreUndoState(false);
2869 part.IgnoreUndoUpdate = true;
2870 3626
2871 if (part.UUID == m_rootPart.UUID) 3627 if (part.UUID == m_rootPart.UUID)
2872 { 3628 {
@@ -2877,8 +3633,10 @@ namespace OpenSim.Region.Framework.Scenes
2877 part.UpdateOffSet(pos); 3633 part.UpdateOffSet(pos);
2878 } 3634 }
2879 3635
3636 if (m_rootPart.PhysActor != null)
3637 m_rootPart.PhysActor.Building = false;
3638
2880 HasGroupChanged = true; 3639 HasGroupChanged = true;
2881 part.IgnoreUndoUpdate = false;
2882 } 3640 }
2883 } 3641 }
2884 3642
@@ -2888,13 +3646,7 @@ namespace OpenSim.Region.Framework.Scenes
2888 /// <param name="pos"></param> 3646 /// <param name="pos"></param>
2889 public void UpdateRootPosition(Vector3 pos) 3647 public void UpdateRootPosition(Vector3 pos)
2890 { 3648 {
2891// m_log.DebugFormat( 3649 // needs to be called with phys building true
2892// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2893
2894// SceneObjectPart[] parts = m_parts.GetArray();
2895// for (int i = 0; i < parts.Length; i++)
2896// parts[i].StoreUndoState();
2897
2898 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3650 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2899 Vector3 oldPos = 3651 Vector3 oldPos =
2900 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3652 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2917,7 +3669,14 @@ namespace OpenSim.Region.Framework.Scenes
2917 AbsolutePosition = newPos; 3669 AbsolutePosition = newPos;
2918 3670
2919 HasGroupChanged = true; 3671 HasGroupChanged = true;
2920 ScheduleGroupForTerseUpdate(); 3672 if (m_rootPart.Undoing)
3673 {
3674 ScheduleGroupForFullUpdate();
3675 }
3676 else
3677 {
3678 ScheduleGroupForTerseUpdate();
3679 }
2921 } 3680 }
2922 3681
2923 #endregion 3682 #endregion
@@ -2930,24 +3689,16 @@ namespace OpenSim.Region.Framework.Scenes
2930 /// <param name="rot"></param> 3689 /// <param name="rot"></param>
2931 public void UpdateGroupRotationR(Quaternion rot) 3690 public void UpdateGroupRotationR(Quaternion rot)
2932 { 3691 {
2933// m_log.DebugFormat(
2934// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2935
2936// SceneObjectPart[] parts = m_parts.GetArray();
2937// for (int i = 0; i < parts.Length; i++)
2938// parts[i].StoreUndoState();
2939
2940 m_rootPart.StoreUndoState(true);
2941
2942 m_rootPart.UpdateRotation(rot); 3692 m_rootPart.UpdateRotation(rot);
2943 3693
3694/* this is done by rootpart RotationOffset set called by UpdateRotation
2944 PhysicsActor actor = m_rootPart.PhysActor; 3695 PhysicsActor actor = m_rootPart.PhysActor;
2945 if (actor != null) 3696 if (actor != null)
2946 { 3697 {
2947 actor.Orientation = m_rootPart.RotationOffset; 3698 actor.Orientation = m_rootPart.RotationOffset;
2948 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3699 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2949 } 3700 }
2950 3701*/
2951 HasGroupChanged = true; 3702 HasGroupChanged = true;
2952 ScheduleGroupForTerseUpdate(); 3703 ScheduleGroupForTerseUpdate();
2953 } 3704 }
@@ -2959,16 +3710,6 @@ namespace OpenSim.Region.Framework.Scenes
2959 /// <param name="rot"></param> 3710 /// <param name="rot"></param>
2960 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3711 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2961 { 3712 {
2962// m_log.DebugFormat(
2963// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2964
2965// SceneObjectPart[] parts = m_parts.GetArray();
2966// for (int i = 0; i < parts.Length; i++)
2967// parts[i].StoreUndoState();
2968
2969 RootPart.StoreUndoState(true);
2970 RootPart.IgnoreUndoUpdate = true;
2971
2972 m_rootPart.UpdateRotation(rot); 3713 m_rootPart.UpdateRotation(rot);
2973 3714
2974 PhysicsActor actor = m_rootPart.PhysActor; 3715 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2987,8 +3728,6 @@ namespace OpenSim.Region.Framework.Scenes
2987 3728
2988 HasGroupChanged = true; 3729 HasGroupChanged = true;
2989 ScheduleGroupForTerseUpdate(); 3730 ScheduleGroupForTerseUpdate();
2990
2991 RootPart.IgnoreUndoUpdate = false;
2992 } 3731 }
2993 3732
2994 /// <summary> 3733 /// <summary>
@@ -3001,13 +3740,11 @@ namespace OpenSim.Region.Framework.Scenes
3001 SceneObjectPart part = GetPart(localID); 3740 SceneObjectPart part = GetPart(localID);
3002 3741
3003 SceneObjectPart[] parts = m_parts.GetArray(); 3742 SceneObjectPart[] parts = m_parts.GetArray();
3004 for (int i = 0; i < parts.Length; i++)
3005 parts[i].StoreUndoState();
3006 3743
3007 if (part != null) 3744 if (part != null)
3008 { 3745 {
3009// m_log.DebugFormat( 3746 if (m_rootPart.PhysActor != null)
3010// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3747 m_rootPart.PhysActor.Building = true;
3011 3748
3012 if (part.UUID == m_rootPart.UUID) 3749 if (part.UUID == m_rootPart.UUID)
3013 { 3750 {
@@ -3017,6 +3754,9 @@ namespace OpenSim.Region.Framework.Scenes
3017 { 3754 {
3018 part.UpdateRotation(rot); 3755 part.UpdateRotation(rot);
3019 } 3756 }
3757
3758 if (m_rootPart.PhysActor != null)
3759 m_rootPart.PhysActor.Building = false;
3020 } 3760 }
3021 } 3761 }
3022 3762
@@ -3030,12 +3770,8 @@ namespace OpenSim.Region.Framework.Scenes
3030 SceneObjectPart part = GetPart(localID); 3770 SceneObjectPart part = GetPart(localID);
3031 if (part != null) 3771 if (part != null)
3032 { 3772 {
3033// m_log.DebugFormat( 3773 if (m_rootPart.PhysActor != null)
3034// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3774 m_rootPart.PhysActor.Building = true;
3035// part.Name, part.LocalId, rot);
3036
3037 part.StoreUndoState();
3038 part.IgnoreUndoUpdate = true;
3039 3775
3040 if (part.UUID == m_rootPart.UUID) 3776 if (part.UUID == m_rootPart.UUID)
3041 { 3777 {
@@ -3048,7 +3784,8 @@ namespace OpenSim.Region.Framework.Scenes
3048 part.OffsetPosition = pos; 3784 part.OffsetPosition = pos;
3049 } 3785 }
3050 3786
3051 part.IgnoreUndoUpdate = false; 3787 if (m_rootPart.PhysActor != null)
3788 m_rootPart.PhysActor.Building = false;
3052 } 3789 }
3053 } 3790 }
3054 3791
@@ -3058,15 +3795,12 @@ namespace OpenSim.Region.Framework.Scenes
3058 /// <param name="rot"></param> 3795 /// <param name="rot"></param>
3059 public void UpdateRootRotation(Quaternion rot) 3796 public void UpdateRootRotation(Quaternion rot)
3060 { 3797 {
3061// m_log.DebugFormat( 3798 // needs to be called with phys building true
3062// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3063// Name, LocalId, rot);
3064
3065 Quaternion axRot = rot; 3799 Quaternion axRot = rot;
3066 Quaternion oldParentRot = m_rootPart.RotationOffset; 3800 Quaternion oldParentRot = m_rootPart.RotationOffset;
3067 3801
3068 m_rootPart.StoreUndoState(); 3802 //Don't use UpdateRotation because it schedules an update prematurely
3069 m_rootPart.UpdateRotation(rot); 3803 m_rootPart.RotationOffset = rot;
3070 3804
3071 PhysicsActor pa = m_rootPart.PhysActor; 3805 PhysicsActor pa = m_rootPart.PhysActor;
3072 3806
@@ -3082,35 +3816,145 @@ namespace OpenSim.Region.Framework.Scenes
3082 SceneObjectPart prim = parts[i]; 3816 SceneObjectPart prim = parts[i];
3083 if (prim.UUID != m_rootPart.UUID) 3817 if (prim.UUID != m_rootPart.UUID)
3084 { 3818 {
3085 prim.IgnoreUndoUpdate = true; 3819 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3820 NewRot = Quaternion.Inverse(axRot) * NewRot;
3821 prim.RotationOffset = NewRot;
3822
3086 Vector3 axPos = prim.OffsetPosition; 3823 Vector3 axPos = prim.OffsetPosition;
3824
3087 axPos *= oldParentRot; 3825 axPos *= oldParentRot;
3088 axPos *= Quaternion.Inverse(axRot); 3826 axPos *= Quaternion.Inverse(axRot);
3089 prim.OffsetPosition = axPos; 3827 prim.OffsetPosition = axPos;
3090 Quaternion primsRot = prim.RotationOffset; 3828 }
3091 Quaternion newRot = oldParentRot * primsRot; 3829 }
3092 newRot = Quaternion.Inverse(axRot) * newRot;
3093 prim.RotationOffset = newRot;
3094 prim.ScheduleTerseUpdate();
3095 prim.IgnoreUndoUpdate = false;
3096 }
3097 }
3098
3099// for (int i = 0; i < parts.Length; i++)
3100// {
3101// SceneObjectPart childpart = parts[i];
3102// if (childpart != m_rootPart)
3103// {
3104//// childpart.IgnoreUndoUpdate = false;
3105//// childpart.StoreUndoState();
3106// }
3107// }
3108 3830
3109 m_rootPart.ScheduleTerseUpdate(); 3831 HasGroupChanged = true;
3832 ScheduleGroupForFullUpdate();
3833 }
3110 3834
3111// m_log.DebugFormat( 3835 private enum updatetype :int
3112// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3836 {
3113// Name, LocalId, rot); 3837 none = 0,
3838 partterse = 1,
3839 partfull = 2,
3840 groupterse = 3,
3841 groupfull = 4
3842 }
3843
3844 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3845 {
3846 // TODO this still as excessive *.Schedule*Update()s
3847
3848 if (part != null && part.ParentGroup != null)
3849 {
3850 ObjectChangeType change = data.change;
3851 bool togroup = ((change & ObjectChangeType.Group) != 0);
3852 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3853
3854 SceneObjectGroup group = part.ParentGroup;
3855 PhysicsActor pha = group.RootPart.PhysActor;
3856
3857 updatetype updateType = updatetype.none;
3858
3859 if (togroup)
3860 {
3861 // related to group
3862 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3863 {
3864 if ((change & ObjectChangeType.Rotation) != 0)
3865 {
3866 group.RootPart.UpdateRotation(data.rotation);
3867 updateType = updatetype.none;
3868 }
3869 if ((change & ObjectChangeType.Position) != 0)
3870 {
3871 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3872 UpdateGroupPosition(data.position);
3873 updateType = updatetype.groupterse;
3874 }
3875 else
3876 // ugly rotation update of all parts
3877 {
3878 group.ResetChildPrimPhysicsPositions();
3879 }
3880
3881 }
3882 if ((change & ObjectChangeType.Scale) != 0)
3883 {
3884 if (pha != null)
3885 pha.Building = true;
3886
3887 group.GroupResize(data.scale);
3888 updateType = updatetype.none;
3889
3890 if (pha != null)
3891 pha.Building = false;
3892 }
3893 }
3894 else
3895 {
3896 // related to single prim in a link-set ( ie group)
3897 if (pha != null)
3898 pha.Building = true;
3899
3900 // root part is special
3901 // parts offset positions or rotations need to change also
3902
3903 if (part == group.RootPart)
3904 {
3905 if ((change & ObjectChangeType.Rotation) != 0)
3906 group.UpdateRootRotation(data.rotation);
3907 if ((change & ObjectChangeType.Position) != 0)
3908 group.UpdateRootPosition(data.position);
3909 if ((change & ObjectChangeType.Scale) != 0)
3910 part.Resize(data.scale);
3911 }
3912 else
3913 {
3914 if ((change & ObjectChangeType.Position) != 0)
3915 {
3916 part.OffsetPosition = data.position;
3917 updateType = updatetype.partterse;
3918 }
3919 if ((change & ObjectChangeType.Rotation) != 0)
3920 {
3921 part.UpdateRotation(data.rotation);
3922 updateType = updatetype.none;
3923 }
3924 if ((change & ObjectChangeType.Scale) != 0)
3925 {
3926 part.Resize(data.scale);
3927 updateType = updatetype.none;
3928 }
3929 }
3930
3931 if (pha != null)
3932 pha.Building = false;
3933 }
3934
3935 if (updateType != updatetype.none)
3936 {
3937 group.HasGroupChanged = true;
3938
3939 switch (updateType)
3940 {
3941 case updatetype.partterse:
3942 part.ScheduleTerseUpdate();
3943 break;
3944 case updatetype.partfull:
3945 part.ScheduleFullUpdate();
3946 break;
3947 case updatetype.groupterse:
3948 group.ScheduleGroupForTerseUpdate();
3949 break;
3950 case updatetype.groupfull:
3951 group.ScheduleGroupForFullUpdate();
3952 break;
3953 default:
3954 break;
3955 }
3956 }
3957 }
3114 } 3958 }
3115 3959
3116 #endregion 3960 #endregion
@@ -3209,10 +4053,11 @@ namespace OpenSim.Region.Framework.Scenes
3209 scriptPosTarget target = m_targets[idx]; 4053 scriptPosTarget target = m_targets[idx];
3210 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4054 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3211 { 4055 {
4056 at_target = true;
4057
3212 // trigger at_target 4058 // trigger at_target
3213 if (m_scriptListens_atTarget) 4059 if (m_scriptListens_atTarget)
3214 { 4060 {
3215 at_target = true;
3216 scriptPosTarget att = new scriptPosTarget(); 4061 scriptPosTarget att = new scriptPosTarget();
3217 att.targetPos = target.targetPos; 4062 att.targetPos = target.targetPos;
3218 att.tolerance = target.tolerance; 4063 att.tolerance = target.tolerance;
@@ -3330,11 +4175,50 @@ namespace OpenSim.Region.Framework.Scenes
3330 } 4175 }
3331 } 4176 }
3332 } 4177 }
3333 4178
4179 public Vector3 GetGeometricCenter()
4180 {
4181 // this is not real geometric center but a average of positions relative to root prim acording to
4182 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4183 // ignoring tortured prims details since sl also seems to ignore
4184 // so no real use in doing it on physics
4185
4186 Vector3 gc = Vector3.Zero;
4187
4188 int nparts = m_parts.Count;
4189 if (nparts <= 1)
4190 return gc;
4191
4192 SceneObjectPart[] parts = m_parts.GetArray();
4193 nparts = parts.Length; // just in case it changed
4194 if (nparts <= 1)
4195 return gc;
4196
4197 Quaternion parentRot = RootPart.RotationOffset;
4198 Vector3 pPos;
4199
4200 // average all parts positions
4201 for (int i = 0; i < nparts; i++)
4202 {
4203 // do it directly
4204 // gc += parts[i].GetWorldPosition();
4205 if (parts[i] != RootPart)
4206 {
4207 pPos = parts[i].OffsetPosition;
4208 gc += pPos;
4209 }
4210
4211 }
4212 gc /= nparts;
4213
4214 // relative to root:
4215// gc -= AbsolutePosition;
4216 return gc;
4217 }
4218
3334 public float GetMass() 4219 public float GetMass()
3335 { 4220 {
3336 float retmass = 0f; 4221 float retmass = 0f;
3337
3338 SceneObjectPart[] parts = m_parts.GetArray(); 4222 SceneObjectPart[] parts = m_parts.GetArray();
3339 for (int i = 0; i < parts.Length; i++) 4223 for (int i = 0; i < parts.Length; i++)
3340 retmass += parts[i].GetMass(); 4224 retmass += parts[i].GetMass();
@@ -3342,6 +4226,39 @@ namespace OpenSim.Region.Framework.Scenes
3342 return retmass; 4226 return retmass;
3343 } 4227 }
3344 4228
4229 // center of mass of full object
4230 public Vector3 GetCenterOfMass()
4231 {
4232 PhysicsActor pa = RootPart.PhysActor;
4233
4234 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4235 {
4236 // physics knows better about center of mass of physical prims
4237 Vector3 tmp = pa.CenterOfMass;
4238 return tmp;
4239 }
4240
4241 Vector3 Ptot = Vector3.Zero;
4242 float totmass = 0f;
4243 float m;
4244
4245 SceneObjectPart[] parts = m_parts.GetArray();
4246 for (int i = 0; i < parts.Length; i++)
4247 {
4248 m = parts[i].GetMass();
4249 Ptot += parts[i].GetPartCenterOfMass() * m;
4250 totmass += m;
4251 }
4252
4253 if (totmass == 0)
4254 totmass = 0;
4255 else
4256 totmass = 1 / totmass;
4257 Ptot *= totmass;
4258
4259 return Ptot;
4260 }
4261
3345 /// <summary> 4262 /// <summary>
3346 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4263 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3347 /// the physics engine can use it. 4264 /// the physics engine can use it.
@@ -3509,6 +4426,14 @@ namespace OpenSim.Region.Framework.Scenes
3509 FromItemID = uuid; 4426 FromItemID = uuid;
3510 } 4427 }
3511 4428
4429 public void ResetOwnerChangeFlag()
4430 {
4431 ForEachPart(delegate(SceneObjectPart part)
4432 {
4433 part.ResetOwnerChangeFlag();
4434 });
4435 }
4436
3512 #endregion 4437 #endregion
3513 } 4438 }
3514} 4439}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4b2fede..bd11cde 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,12 +760,14 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null)
716 { 773 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 793 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -769,7 +816,22 @@ namespace OpenSim.Region.Framework.Scenes
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,319 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586// cost += PhysActor.Cost;
1587
1588 if ((Flags & PrimFlags.Physics) != 0)
1589 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1590 return cost;
1591 }
1592 }
1593
1594 [XmlIgnore]
1595 public float StreamingCost
1596 {
1597 get
1598 {
1599
1600
1601 return 0.1f;
1602 }
1603 }
1604
1605 [XmlIgnore]
1606 public float SimulationCost
1607 {
1608 get
1609 {
1610 // ignoring scripts. Don't like considering them for this
1611 if((Flags & PrimFlags.Physics) != 0)
1612 return 1.0f;
1613
1614 return 0.5f;
1615 }
1616 }
1617
1618 public byte PhysicsShapeType
1619 {
1620 get { return m_physicsShapeType; }
1621 set
1622 {
1623 byte oldv = m_physicsShapeType;
1624
1625 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1626 {
1627 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1628 m_physicsShapeType = DefaultPhysicsShapeType();
1629 else
1630 m_physicsShapeType = value;
1631 }
1632 else
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634
1635 if (m_physicsShapeType != oldv && ParentGroup != null)
1636 {
1637 if (m_physicsShapeType == (byte)PhysShapeType.none)
1638 {
1639 if (PhysActor != null)
1640 {
1641 Velocity = new Vector3(0, 0, 0);
1642 Acceleration = new Vector3(0, 0, 0);
1643 if (ParentGroup.RootPart == this)
1644 AngularVelocity = new Vector3(0, 0, 0);
1645 ParentGroup.Scene.RemovePhysicalPrim(1);
1646 RemoveFromPhysics();
1647 }
1648 }
1649 else if (PhysActor == null)
1650 {
1651 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1652 UpdatePhysicsSubscribedEvents();
1653 }
1654 else
1655 {
1656 PhysActor.PhysicsShapeType = m_physicsShapeType;
1657 if (Shape.SculptEntry)
1658 CheckSculptAndLoad();
1659 }
1660
1661 if (ParentGroup != null)
1662 ParentGroup.HasGroupChanged = true;
1663 }
1664
1665 if (m_physicsShapeType != value)
1666 {
1667 UpdatePhysRequired = true;
1668 }
1669 }
1670 }
1671
1672 public float Density // in kg/m^3
1673 {
1674 get { return m_density; }
1675 set
1676 {
1677 if (value >=1 && value <= 22587.0)
1678 {
1679 m_density = value;
1680 UpdatePhysRequired = true;
1681 }
1682
1683 ScheduleFullUpdateIfNone();
1684
1685 if (ParentGroup != null)
1686 ParentGroup.HasGroupChanged = true;
1687 }
1688 }
1689
1690 public float GravityModifier
1691 {
1692 get { return m_gravitymod; }
1693 set
1694 {
1695 if( value >= -1 && value <=28.0f)
1696 {
1697 m_gravitymod = value;
1698 UpdatePhysRequired = true;
1699 }
1700
1701 ScheduleFullUpdateIfNone();
1702
1703 if (ParentGroup != null)
1704 ParentGroup.HasGroupChanged = true;
1705
1706 }
1707 }
1708
1709 public float Friction
1710 {
1711 get { return m_friction; }
1712 set
1713 {
1714 if (value >= 0 && value <= 255.0f)
1715 {
1716 m_friction = value;
1717 UpdatePhysRequired = true;
1718 }
1719
1720 ScheduleFullUpdateIfNone();
1721
1722 if (ParentGroup != null)
1723 ParentGroup.HasGroupChanged = true;
1724 }
1725 }
1726
1727 public float Bounciness
1728 {
1729 get { return m_bounce; }
1730 set
1731 {
1732 if (value >= 0 && value <= 1.0f)
1733 {
1734 m_bounce = value;
1735 UpdatePhysRequired = true;
1736 }
1737
1738 ScheduleFullUpdateIfNone();
1739
1740 if (ParentGroup != null)
1741 ParentGroup.HasGroupChanged = true;
1742 }
1743 }
1744
1745
1318 #endregion Public Properties with only Get 1746 #endregion Public Properties with only Get
1319 1747
1320 private uint ApplyMask(uint val, bool set, uint mask) 1748 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1888,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1888 }
1461 } 1889 }
1462 1890
1891 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1892 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1893 {
1894 if (ParentGroup == null || ParentGroup.IsDeleted)
1895 return;
1896
1897 if (ParentGroup.IsAttachment)
1898 return; // don't work on attachments (for now ??)
1899
1900 SceneObjectPart root = ParentGroup.RootPart;
1901
1902 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1903 return;
1904
1905 PhysicsActor pa = root.PhysActor;
1906
1907 if (pa == null || !pa.IsPhysical)
1908 return;
1909
1910 if (localGlobalTF)
1911 {
1912 pVel = pVel * GetWorldRotation();
1913 }
1914
1915 ParentGroup.Velocity = pVel;
1916 }
1917
1918 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1919 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1920 {
1921 if (ParentGroup == null || ParentGroup.IsDeleted)
1922 return;
1923
1924 if (ParentGroup.IsAttachment)
1925 return; // don't work on attachments (for now ??)
1926
1927 SceneObjectPart root = ParentGroup.RootPart;
1928
1929 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1930 return;
1931
1932 PhysicsActor pa = root.PhysActor;
1933
1934 if (pa == null || !pa.IsPhysical)
1935 return;
1936
1937 if (localGlobalTF)
1938 {
1939 pAngVel = pAngVel * GetWorldRotation();
1940 }
1941
1942 root.AngularVelocity = pAngVel;
1943 }
1944
1945
1463 /// <summary> 1946 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1947 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1948 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1963,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1963 impulse = newimpulse;
1481 } 1964 }
1482 1965
1483 ParentGroup.applyAngularImpulse(impulse); 1966 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1967 }
1485 1968
1486 /// <summary> 1969 /// <summary>
@@ -1490,20 +1973,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1973 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1974 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1975 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1976
1977 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1978 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1979 {
1495 Vector3 impulse = impulsei; 1980 Vector3 torque = torquei;
1496 1981
1497 if (localGlobalTF) 1982 if (localGlobalTF)
1498 { 1983 {
1984/*
1499 Quaternion grot = GetWorldRotation(); 1985 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1986 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1987 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1988 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1989 */
1990 torque *= GetWorldRotation();
1504 } 1991 }
1505 1992
1506 ParentGroup.setAngularImpulse(impulse); 1993 Torque = torque;
1507 } 1994 }
1508 1995
1509 /// <summary> 1996 /// <summary>
@@ -1511,17 +1998,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 1998 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 1999 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2000 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2001 /// <param name="building"></param>
2002
2003 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2004 {
2005 VolumeDetectActive = _VolumeDetectActive;
2006
1516 if (!ParentGroup.Scene.CollidablePrims) 2007 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2008 return;
1518 2009
1519// m_log.DebugFormat( 2010 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2011 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2012
2013 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2014 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2015
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2016 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2017 isPhantom = true;
1525 2018
1526 if (IsJoint()) 2019 if (IsJoint())
1527 { 2020 {
@@ -1529,22 +2022,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2022 }
1530 else 2023 else
1531 { 2024 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2025 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2026 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2027 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2028 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2029 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2030 }
2031 else
2032 PhysActor = null; // just to be sure
1548 } 2033 }
1549 } 2034 }
1550 2035
@@ -1596,6 +2081,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2081 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2082 dupe.m_rezzed = m_rezzed;
1598 2083
2084 dupe.m_UndoRedo = null;
2085 dupe.m_isSelected = false;
2086
2087 dupe.IgnoreUndoUpdate = false;
2088 dupe.Undoing = false;
2089
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2090 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2091 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2092
@@ -1611,6 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2102
1612 // Move afterwards ResetIDs as it clears the localID 2103 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2104 dupe.LocalId = localID;
2105
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2106 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2107 dupe.LastOwnerID = OwnerID;
1616 2108
@@ -1628,8 +2120,12 @@ namespace OpenSim.Region.Framework.Scenes
1628 2120
1629 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2121 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1630 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2122 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2123// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1631 } 2124 }
1632 2125
2126 if (dupe.PhysActor != null)
2127 dupe.PhysActor.LocalID = localID;
2128
1633 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2129 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1634 2130
1635// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2131// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1749,6 +2245,7 @@ namespace OpenSim.Region.Framework.Scenes
1749 2245
1750 /// <summary> 2246 /// <summary>
1751 /// Do a physics propery update for this part. 2247 /// Do a physics propery update for this part.
2248 /// now also updates phantom and volume detector
1752 /// </summary> 2249 /// </summary>
1753 /// <param name="UsePhysics"></param> 2250 /// <param name="UsePhysics"></param>
1754 /// <param name="isNew"></param> 2251 /// <param name="isNew"></param>
@@ -1774,61 +2271,69 @@ namespace OpenSim.Region.Framework.Scenes
1774 { 2271 {
1775 if (pa.IsPhysical) // implies UsePhysics==false for this block 2272 if (pa.IsPhysical) // implies UsePhysics==false for this block
1776 { 2273 {
1777 if (!isNew) 2274 if (!isNew) // implies UsePhysics==false for this block
2275 {
1778 ParentGroup.Scene.RemovePhysicalPrim(1); 2276 ParentGroup.Scene.RemovePhysicalPrim(1);
1779 2277
1780 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2278 Velocity = new Vector3(0, 0, 0);
1781 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2279 Acceleration = new Vector3(0, 0, 0);
1782 pa.delink(); 2280 if (ParentGroup.RootPart == this)
2281 AngularVelocity = new Vector3(0, 0, 0);
1783 2282
1784 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2283 if (pa.Phantom && !VolumeDetectActive)
1785 { 2284 {
1786 // destroy all joints connected to this now deactivated body 2285 RemoveFromPhysics();
1787 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2286 return;
1788 } 2287 }
1789 2288
1790 // stop client-side interpolation of all joint proxy objects that have just been deleted 2289 pa.IsPhysical = UsePhysics;
1791 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2290 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1792 // which stops client-side interpolation of deactivated joint proxy objects. 2291 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2292 pa.delink();
2293 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2294 {
2295 // destroy all joints connected to this now deactivated body
2296 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2297 }
2298 }
1793 } 2299 }
1794 2300
1795 if (!UsePhysics && !isNew) 2301 if (pa.IsPhysical != UsePhysics)
1796 { 2302 pa.IsPhysical = UsePhysics;
1797 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1798 // prim still has velocity and continues to interpolate its position along the old
1799 // velocity-vector.
1800 Velocity = new Vector3(0, 0, 0);
1801 Acceleration = new Vector3(0, 0, 0);
1802 AngularVelocity = new Vector3(0, 0, 0);
1803 //RotationalVelocity = new Vector3(0, 0, 0);
1804 }
1805 2303
1806 pa.IsPhysical = UsePhysics; 2304 if (UsePhysics)
2305 {
2306 if (ParentGroup.RootPart.KeyframeMotion != null)
2307 ParentGroup.RootPart.KeyframeMotion.Stop();
2308 ParentGroup.RootPart.KeyframeMotion = null;
2309 ParentGroup.Scene.AddPhysicalPrim(1);
1807 2310
1808 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2311 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1809 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2312 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1810 /// that's not wholesome. Had to make Scene public
1811 //PhysActor = null;
1812 2313
1813 if ((Flags & PrimFlags.Phantom) == 0) 2314 if (ParentID != 0 && ParentID != LocalId)
1814 {
1815 if (UsePhysics)
1816 { 2315 {
1817 ParentGroup.Scene.AddPhysicalPrim(1); 2316 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1818 2317
1819 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2318 if (parentPa != null)
1820 pa.OnOutOfBounds += PhysicsOutOfBounds;
1821 if (ParentID != 0 && ParentID != LocalId)
1822 { 2319 {
1823 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2320 pa.link(parentPa);
1824
1825 if (parentPa != null)
1826 {
1827 pa.link(parentPa);
1828 }
1829 } 2321 }
1830 } 2322 }
1831 } 2323 }
2324 }
2325
2326 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2327 if (pa.Phantom != phan)
2328 pa.Phantom = phan;
2329
2330// some engines dont' have this check still
2331// if (VolumeDetectActive != pa.IsVolumeDtc)
2332 {
2333 if (VolumeDetectActive)
2334 pa.SetVolumeDetect(1);
2335 else
2336 pa.SetVolumeDetect(0);
1832 } 2337 }
1833 2338
1834 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2339 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1947,12 +2452,26 @@ namespace OpenSim.Region.Framework.Scenes
1947 2452
1948 public Vector3 GetGeometricCenter() 2453 public Vector3 GetGeometricCenter()
1949 { 2454 {
1950 PhysicsActor pa = PhysActor; 2455 // this is not real geometric center but a average of positions relative to root prim acording to
1951 2456 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1952 if (pa != null) 2457 // ignoring tortured prims details since sl also seems to ignore
1953 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2458 // so no real use in doing it on physics
1954 else 2459 if (ParentGroup.IsDeleted)
1955 return new Vector3(0, 0, 0); 2460 return new Vector3(0, 0, 0);
2461
2462 return ParentGroup.GetGeometricCenter();
2463
2464 /*
2465 PhysicsActor pa = PhysActor;
2466
2467 if (pa != null)
2468 {
2469 Vector3 vtmp = pa.CenterOfMass;
2470 return vtmp;
2471 }
2472 else
2473 return new Vector3(0, 0, 0);
2474 */
1956 } 2475 }
1957 2476
1958 public float GetMass() 2477 public float GetMass()
@@ -1965,14 +2484,43 @@ namespace OpenSim.Region.Framework.Scenes
1965 return 0; 2484 return 0;
1966 } 2485 }
1967 2486
1968 public Vector3 GetForce() 2487 public Vector3 GetCenterOfMass()
1969 { 2488 {
2489 if (ParentGroup.RootPart == this)
2490 {
2491 if (ParentGroup.IsDeleted)
2492 return AbsolutePosition;
2493 return ParentGroup.GetCenterOfMass();
2494 }
2495
1970 PhysicsActor pa = PhysActor; 2496 PhysicsActor pa = PhysActor;
1971 2497
1972 if (pa != null) 2498 if (pa != null)
1973 return pa.Force; 2499 {
2500 Vector3 tmp = pa.CenterOfMass;
2501 return tmp;
2502 }
2503 else
2504 return AbsolutePosition;
2505 }
2506
2507 public Vector3 GetPartCenterOfMass()
2508 {
2509 PhysicsActor pa = PhysActor;
2510
2511 if (pa != null)
2512 {
2513 Vector3 tmp = pa.CenterOfMass;
2514 return tmp;
2515 }
1974 else 2516 else
1975 return Vector3.Zero; 2517 return AbsolutePosition;
2518 }
2519
2520
2521 public Vector3 GetForce()
2522 {
2523 return Force;
1976 } 2524 }
1977 2525
1978 /// <summary> 2526 /// <summary>
@@ -2187,15 +2735,25 @@ namespace OpenSim.Region.Framework.Scenes
2187 2735
2188 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2736 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2189 { 2737 {
2190 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2738 bool sendToRoot = true;
2191 { 2739
2192 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2740 ColliderArgs LandCollidingMessage = new ColliderArgs();
2193 List<DetectedObject> colliding = new List<DetectedObject>(); 2741 List<DetectedObject> colliding = new List<DetectedObject>();
2194 2742
2195 colliding.Add(CreateDetObjectForGround()); 2743 colliding.Add(CreateDetObjectForGround());
2196 LandCollidingMessage.Colliders = colliding; 2744 LandCollidingMessage.Colliders = colliding;
2197 2745
2746 if (Inventory.ContainsScripts())
2747 {
2748 if (!PassCollisions)
2749 sendToRoot = false;
2750 }
2751 if ((ScriptEvents & ev) != 0)
2198 notify(LocalId, LandCollidingMessage); 2752 notify(LocalId, LandCollidingMessage);
2753
2754 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2755 {
2756 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2199 } 2757 }
2200 } 2758 }
2201 2759
@@ -2211,45 +2769,87 @@ namespace OpenSim.Region.Framework.Scenes
2211 List<uint> endedColliders = new List<uint>(); 2769 List<uint> endedColliders = new List<uint>();
2212 List<uint> startedColliders = new List<uint>(); 2770 List<uint> startedColliders = new List<uint>();
2213 2771
2214 // calculate things that started colliding this time 2772 if (collissionswith.Count == 0)
2215 // and build up list of colliders this time
2216 foreach (uint localid in collissionswith.Keys)
2217 { 2773 {
2218 thisHitColliders.Add(localid); 2774 if (m_lastColliders.Count == 0)
2219 if (!m_lastColliders.Contains(localid)) 2775 return; // nothing to do
2220 startedColliders.Add(localid);
2221 }
2222 2776
2223 // calculate things that ended colliding 2777 foreach (uint localID in m_lastColliders)
2224 foreach (uint localID in m_lastColliders) 2778 {
2225 {
2226 if (!thisHitColliders.Contains(localID))
2227 endedColliders.Add(localID); 2779 endedColliders.Add(localID);
2780 }
2781 m_lastColliders.Clear();
2228 } 2782 }
2229 2783
2230 //add the items that started colliding this time to the last colliders list. 2784 else
2231 foreach (uint localID in startedColliders) 2785 {
2232 m_lastColliders.Add(localID); 2786 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2787
2788 // calculate things that started colliding this time
2789 // and build up list of colliders this time
2790 if (!VolumeDetectActive && CollisionSoundType >= 0)
2791 {
2792 CollisionForSoundInfo soundinfo;
2793 ContactPoint curcontact;
2794
2795 foreach (uint id in collissionswith.Keys)
2796 {
2797 thisHitColliders.Add(id);
2798 if (!m_lastColliders.Contains(id))
2799 {
2800 startedColliders.Add(id);
2801
2802 curcontact = collissionswith[id];
2803 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2804 {
2805 soundinfo = new CollisionForSoundInfo();
2806 soundinfo.colliderID = id;
2807 soundinfo.position = curcontact.Position;
2808 soundinfo.relativeVel = curcontact.RelativeSpeed;
2809 soundinfolist.Add(soundinfo);
2810 }
2811 }
2812 }
2813 }
2814 else
2815 {
2816 foreach (uint id in collissionswith.Keys)
2817 {
2818 thisHitColliders.Add(id);
2819 if (!m_lastColliders.Contains(id))
2820 startedColliders.Add(id);
2821 }
2822 }
2823
2824 // calculate things that ended colliding
2825 foreach (uint localID in m_lastColliders)
2826 {
2827 if (!thisHitColliders.Contains(localID))
2828 endedColliders.Add(localID);
2829 }
2830
2831 //add the items that started colliding this time to the last colliders list.
2832 foreach (uint localID in startedColliders)
2833 m_lastColliders.Add(localID);
2233 2834
2234 // remove things that ended colliding from the last colliders list 2835 // remove things that ended colliding from the last colliders list
2235 foreach (uint localID in endedColliders) 2836 foreach (uint localID in endedColliders)
2236 m_lastColliders.Remove(localID); 2837 m_lastColliders.Remove(localID);
2237 2838
2238 // play the sound. 2839 // play sounds.
2239 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2840 if (soundinfolist.Count > 0)
2240 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2841 CollisionSounds.PartCollisionSound(this, soundinfolist);
2842 }
2241 2843
2242 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2844 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2243 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2845 if (!VolumeDetectActive)
2846 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2244 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2847 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2245 2848
2246 if (startedColliders.Contains(0)) 2849 if (startedColliders.Contains(0))
2247 { 2850 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2248 if (m_lastColliders.Contains(0)) 2851 if (m_lastColliders.Contains(0))
2249 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2852 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2250 else
2251 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2252 }
2253 if (endedColliders.Contains(0)) 2853 if (endedColliders.Contains(0))
2254 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2854 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2255 } 2855 }
@@ -2272,9 +2872,9 @@ namespace OpenSim.Region.Framework.Scenes
2272 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2872 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2273 2873
2274 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2874 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2275 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2875 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2276 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2876 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2277 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2877 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2278 { 2878 {
2279 ParentGroup.AbsolutePosition = newpos; 2879 ParentGroup.AbsolutePosition = newpos;
2280 return; 2880 return;
@@ -2296,17 +2896,18 @@ namespace OpenSim.Region.Framework.Scenes
2296 //Trys to fetch sound id from prim's inventory. 2896 //Trys to fetch sound id from prim's inventory.
2297 //Prim's inventory doesn't support non script items yet 2897 //Prim's inventory doesn't support non script items yet
2298 2898
2299 lock (TaskInventory) 2899 TaskInventory.LockItemsForRead(true);
2900
2901 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2300 { 2902 {
2301 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2903 if (item.Value.Name == sound)
2302 { 2904 {
2303 if (item.Value.Name == sound) 2905 soundID = item.Value.ItemID;
2304 { 2906 break;
2305 soundID = item.Value.ItemID;
2306 break;
2307 }
2308 } 2907 }
2309 } 2908 }
2909
2910 TaskInventory.LockItemsForRead(false);
2310 } 2911 }
2311 2912
2312 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2913 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2429,6 +3030,19 @@ namespace OpenSim.Region.Framework.Scenes
2429 APIDTarget = Quaternion.Identity; 3030 APIDTarget = Quaternion.Identity;
2430 } 3031 }
2431 3032
3033
3034
3035 public void ScheduleFullUpdateIfNone()
3036 {
3037 if (ParentGroup == null)
3038 return;
3039
3040// ??? ParentGroup.HasGroupChanged = true;
3041
3042 if (UpdateFlag != UpdateRequired.FULL)
3043 ScheduleFullUpdate();
3044 }
3045
2432 /// <summary> 3046 /// <summary>
2433 /// Schedules this prim for a full update 3047 /// Schedules this prim for a full update
2434 /// </summary> 3048 /// </summary>
@@ -2631,8 +3245,8 @@ namespace OpenSim.Region.Framework.Scenes
2631 { 3245 {
2632 const float ROTATION_TOLERANCE = 0.01f; 3246 const float ROTATION_TOLERANCE = 0.01f;
2633 const float VELOCITY_TOLERANCE = 0.001f; 3247 const float VELOCITY_TOLERANCE = 0.001f;
2634 const float POSITION_TOLERANCE = 0.05f; 3248 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2635 const int TIME_MS_TOLERANCE = 3000; 3249 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2636 3250
2637 switch (UpdateFlag) 3251 switch (UpdateFlag)
2638 { 3252 {
@@ -2694,17 +3308,16 @@ namespace OpenSim.Region.Framework.Scenes
2694 if (!UUID.TryParse(sound, out soundID)) 3308 if (!UUID.TryParse(sound, out soundID))
2695 { 3309 {
2696 // search sound file from inventory 3310 // search sound file from inventory
2697 lock (TaskInventory) 3311 TaskInventory.LockItemsForRead(true);
3312 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2698 { 3313 {
2699 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3314 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2700 { 3315 {
2701 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3316 soundID = item.Value.ItemID;
2702 { 3317 break;
2703 soundID = item.Value.ItemID;
2704 break;
2705 }
2706 } 3318 }
2707 } 3319 }
3320 TaskInventory.LockItemsForRead(false);
2708 } 3321 }
2709 3322
2710 if (soundID == UUID.Zero) 3323 if (soundID == UUID.Zero)
@@ -2761,6 +3374,35 @@ namespace OpenSim.Region.Framework.Scenes
2761 } 3374 }
2762 } 3375 }
2763 3376
3377 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3378 {
3379 if (soundID == UUID.Zero)
3380 return;
3381
3382 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3383 if (soundModule == null)
3384 return;
3385
3386 if (volume > 1)
3387 volume = 1;
3388 if (volume < 0)
3389 volume = 0;
3390
3391 int now = Util.EnvironmentTickCount();
3392 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3393 return;
3394
3395 LastColSoundSentTime = now;
3396
3397 UUID ownerID = OwnerID;
3398 UUID objectID = ParentGroup.RootPart.UUID;
3399 UUID parentID = ParentGroup.UUID;
3400 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3401
3402 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3403 }
3404
3405
2764 /// <summary> 3406 /// <summary>
2765 /// Send a terse update to all clients 3407 /// Send a terse update to all clients
2766 /// </summary> 3408 /// </summary>
@@ -2789,10 +3431,13 @@ namespace OpenSim.Region.Framework.Scenes
2789 3431
2790 public void SetBuoyancy(float fvalue) 3432 public void SetBuoyancy(float fvalue)
2791 { 3433 {
2792 PhysicsActor pa = PhysActor; 3434 Buoyancy = fvalue;
2793 3435/*
2794 if (pa != null) 3436 if (PhysActor != null)
2795 pa.Buoyancy = fvalue; 3437 {
3438 PhysActor.Buoyancy = fvalue;
3439 }
3440 */
2796 } 3441 }
2797 3442
2798 public void SetDieAtEdge(bool p) 3443 public void SetDieAtEdge(bool p)
@@ -2808,47 +3453,111 @@ namespace OpenSim.Region.Framework.Scenes
2808 PhysicsActor pa = PhysActor; 3453 PhysicsActor pa = PhysActor;
2809 3454
2810 if (pa != null) 3455 if (pa != null)
2811 pa.FloatOnWater = floatYN == 1; 3456 pa.FloatOnWater = (floatYN == 1);
2812 } 3457 }
2813 3458
2814 public void SetForce(Vector3 force) 3459 public void SetForce(Vector3 force)
2815 { 3460 {
2816 PhysicsActor pa = PhysActor; 3461 Force = force;
3462 }
2817 3463
2818 if (pa != null) 3464 public SOPVehicle VehicleParams
2819 pa.Force = force; 3465 {
3466 get
3467 {
3468 return m_vehicleParams;
3469 }
3470 set
3471 {
3472 m_vehicleParams = value;
3473 }
3474 }
3475
3476
3477 public int VehicleType
3478 {
3479 get
3480 {
3481 if (m_vehicleParams == null)
3482 return (int)Vehicle.TYPE_NONE;
3483 else
3484 return (int)m_vehicleParams.Type;
3485 }
3486 set
3487 {
3488 SetVehicleType(value);
3489 }
2820 } 3490 }
2821 3491
2822 public void SetVehicleType(int type) 3492 public void SetVehicleType(int type)
2823 { 3493 {
2824 PhysicsActor pa = PhysActor; 3494 m_vehicleParams = null;
3495
3496 if (type == (int)Vehicle.TYPE_NONE)
3497 {
3498 if (_parentID ==0 && PhysActor != null)
3499 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3500 return;
3501 }
3502 m_vehicleParams = new SOPVehicle();
3503 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3504 {
3505 if (_parentID ==0 && PhysActor != null)
3506 PhysActor.VehicleType = type;
3507 return;
3508 }
3509 }
2825 3510
2826 if (pa != null) 3511 public void SetVehicleFlags(int param, bool remove)
2827 pa.VehicleType = type; 3512 {
3513 if (m_vehicleParams == null)
3514 return;
3515
3516 m_vehicleParams.ProcessVehicleFlags(param, remove);
3517
3518 if (_parentID ==0 && PhysActor != null)
3519 {
3520 PhysActor.VehicleFlags(param, remove);
3521 }
2828 } 3522 }
2829 3523
2830 public void SetVehicleFloatParam(int param, float value) 3524 public void SetVehicleFloatParam(int param, float value)
2831 { 3525 {
2832 PhysicsActor pa = PhysActor; 3526 if (m_vehicleParams == null)
3527 return;
2833 3528
2834 if (pa != null) 3529 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2835 pa.VehicleFloatParam(param, value); 3530
3531 if (_parentID == 0 && PhysActor != null)
3532 {
3533 PhysActor.VehicleFloatParam(param, value);
3534 }
2836 } 3535 }
2837 3536
2838 public void SetVehicleVectorParam(int param, Vector3 value) 3537 public void SetVehicleVectorParam(int param, Vector3 value)
2839 { 3538 {
2840 PhysicsActor pa = PhysActor; 3539 if (m_vehicleParams == null)
3540 return;
2841 3541
2842 if (pa != null) 3542 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2843 pa.VehicleVectorParam(param, value); 3543
3544 if (_parentID == 0 && PhysActor != null)
3545 {
3546 PhysActor.VehicleVectorParam(param, value);
3547 }
2844 } 3548 }
2845 3549
2846 public void SetVehicleRotationParam(int param, Quaternion rotation) 3550 public void SetVehicleRotationParam(int param, Quaternion rotation)
2847 { 3551 {
2848 PhysicsActor pa = PhysActor; 3552 if (m_vehicleParams == null)
3553 return;
2849 3554
2850 if (pa != null) 3555 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2851 pa.VehicleRotationParam(param, rotation); 3556
3557 if (_parentID == 0 && PhysActor != null)
3558 {
3559 PhysActor.VehicleRotationParam(param, rotation);
3560 }
2852 } 3561 }
2853 3562
2854 /// <summary> 3563 /// <summary>
@@ -3032,14 +3741,6 @@ namespace OpenSim.Region.Framework.Scenes
3032 hasProfileCut = hasDimple; // is it the same thing? 3741 hasProfileCut = hasDimple; // is it the same thing?
3033 } 3742 }
3034 3743
3035 public void SetVehicleFlags(int param, bool remove)
3036 {
3037 PhysicsActor pa = PhysActor;
3038
3039 if (pa != null)
3040 pa.VehicleFlags(param, remove);
3041 }
3042
3043 public void SetGroup(UUID groupID, IClientAPI client) 3744 public void SetGroup(UUID groupID, IClientAPI client)
3044 { 3745 {
3045 // Scene.AddNewPrims() calls with client == null so can't use this. 3746 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3143,68 +3844,18 @@ namespace OpenSim.Region.Framework.Scenes
3143 //ParentGroup.ScheduleGroupForFullUpdate(); 3844 //ParentGroup.ScheduleGroupForFullUpdate();
3144 } 3845 }
3145 3846
3146 public void StoreUndoState() 3847 public void StoreUndoState(ObjectChangeType change)
3147 { 3848 {
3148 StoreUndoState(false); 3849 if (m_UndoRedo == null)
3149 } 3850 m_UndoRedo = new UndoRedoState(5);
3150 3851
3151 public void StoreUndoState(bool forGroup) 3852 lock (m_UndoRedo)
3152 {
3153 if (!Undoing)
3154 { 3853 {
3155 if (!IgnoreUndoUpdate) 3854 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3156 { 3855 {
3157 if (ParentGroup != null) 3856 m_UndoRedo.StoreUndo(this, change);
3158 {
3159 lock (m_undo)
3160 {
3161 if (m_undo.Count > 0)
3162 {
3163 UndoState last = m_undo.Peek();
3164 if (last != null)
3165 {
3166 // TODO: May need to fix for group comparison
3167 if (last.Compare(this))
3168 {
3169 // m_log.DebugFormat(
3170 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3171 // Name, LocalId, m_undo.Count);
3172
3173 return;
3174 }
3175 }
3176 }
3177
3178 // m_log.DebugFormat(
3179 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3180 // Name, LocalId, forGroup, m_undo.Count);
3181
3182 if (ParentGroup.GetSceneMaxUndo() > 0)
3183 {
3184 UndoState nUndo = new UndoState(this, forGroup);
3185
3186 m_undo.Push(nUndo);
3187
3188 if (m_redo.Count > 0)
3189 m_redo.Clear();
3190
3191 // m_log.DebugFormat(
3192 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3193 // Name, LocalId, forGroup, m_undo.Count);
3194 }
3195 }
3196 }
3197 } 3857 }
3198// else
3199// {
3200// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3201// }
3202 } 3858 }
3203// else
3204// {
3205// m_log.DebugFormat(
3206// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3207// }
3208 } 3859 }
3209 3860
3210 /// <summary> 3861 /// <summary>
@@ -3214,84 +3865,46 @@ namespace OpenSim.Region.Framework.Scenes
3214 { 3865 {
3215 get 3866 get
3216 { 3867 {
3217 lock (m_undo) 3868 if (m_UndoRedo == null)
3218 return m_undo.Count; 3869 return 0;
3870 return m_UndoRedo.Count;
3219 } 3871 }
3220 } 3872 }
3221 3873
3222 public void Undo() 3874 public void Undo()
3223 { 3875 {
3224 lock (m_undo) 3876 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3877 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_undo.Count);
3229
3230 if (m_undo.Count > 0)
3231 {
3232 UndoState goback = m_undo.Pop();
3233
3234 if (goback != null)
3235 {
3236 UndoState nUndo = null;
3237
3238 if (ParentGroup.GetSceneMaxUndo() > 0)
3239 {
3240 nUndo = new UndoState(this, goback.ForGroup);
3241 }
3242
3243 goback.PlaybackState(this);
3244
3245 if (nUndo != null)
3246 m_redo.Push(nUndo);
3247 }
3248 }
3249 3878
3250// m_log.DebugFormat( 3879 lock (m_UndoRedo)
3251// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3880 {
3252// Name, LocalId, m_undo.Count); 3881 Undoing = true;
3882 m_UndoRedo.Undo(this);
3883 Undoing = false;
3253 } 3884 }
3254 } 3885 }
3255 3886
3256 public void Redo() 3887 public void Redo()
3257 { 3888 {
3258 lock (m_undo) 3889 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3259 { 3890 return;
3260// m_log.DebugFormat(
3261// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3262// Name, LocalId, m_redo.Count);
3263
3264 if (m_redo.Count > 0)
3265 {
3266 UndoState gofwd = m_redo.Pop();
3267
3268 if (gofwd != null)
3269 {
3270 if (ParentGroup.GetSceneMaxUndo() > 0)
3271 {
3272 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3273
3274 m_undo.Push(nUndo);
3275 }
3276
3277 gofwd.PlayfwdState(this);
3278 }
3279 3891
3280// m_log.DebugFormat( 3892 lock (m_UndoRedo)
3281// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3893 {
3282// Name, LocalId, m_redo.Count); 3894 Undoing = true;
3283 } 3895 m_UndoRedo.Redo(this);
3896 Undoing = false;
3284 } 3897 }
3285 } 3898 }
3286 3899
3287 public void ClearUndoState() 3900 public void ClearUndoState()
3288 { 3901 {
3289// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3902 if (m_UndoRedo == null || Undoing)
3903 return;
3290 3904
3291 lock (m_undo) 3905 lock (m_UndoRedo)
3292 { 3906 {
3293 m_undo.Clear(); 3907 m_UndoRedo.Clear();
3294 m_redo.Clear();
3295 } 3908 }
3296 } 3909 }
3297 3910
@@ -3921,6 +4534,27 @@ namespace OpenSim.Region.Framework.Scenes
3921 } 4534 }
3922 } 4535 }
3923 4536
4537
4538 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4539 {
4540 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4541 return;
4542
4543 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4544 {
4545 PhysicsShapeType = (byte)physdata.PhysShapeType;
4546
4547 }
4548
4549 if(Density != physdata.Density)
4550 Density = physdata.Density;
4551 if(GravityModifier != physdata.GravitationModifier)
4552 GravityModifier = physdata.GravitationModifier;
4553 if(Friction != physdata.Friction)
4554 Friction = physdata.Friction;
4555 if(Bounciness != physdata.Bounce)
4556 Bounciness = physdata.Bounce;
4557 }
3924 /// <summary> 4558 /// <summary>
3925 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4559 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3926 /// </summary> 4560 /// </summary>
@@ -3928,7 +4562,7 @@ namespace OpenSim.Region.Framework.Scenes
3928 /// <param name="SetTemporary"></param> 4562 /// <param name="SetTemporary"></param>
3929 /// <param name="SetPhantom"></param> 4563 /// <param name="SetPhantom"></param>
3930 /// <param name="SetVD"></param> 4564 /// <param name="SetVD"></param>
3931 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4565 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3932 { 4566 {
3933 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4567 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3934 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4568 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3938,237 +4572,230 @@ namespace OpenSim.Region.Framework.Scenes
3938 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4572 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3939 return; 4573 return;
3940 4574
3941 PhysicsActor pa = PhysActor; 4575 VolumeDetectActive = SetVD;
3942
3943 // Special cases for VD. VD can only be called from a script
3944 // and can't be combined with changes to other states. So we can rely
3945 // that...
3946 // ... if VD is changed, all others are not.
3947 // ... if one of the others is changed, VD is not.
3948 if (SetVD) // VD is active, special logic applies
3949 {
3950 // State machine logic for VolumeDetect
3951 // More logic below
3952 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3953
3954 if (phanReset) // Phantom changes from on to off switch VD off too
3955 {
3956 SetVD = false; // Switch it of for the course of this routine
3957 VolumeDetectActive = false; // and also permanently
3958
3959 if (pa != null)
3960 pa.SetVolumeDetect(0); // Let physics know about it too
3961 }
3962 else
3963 {
3964 // If volumedetect is active we don't want phantom to be applied.
3965 // If this is a new call to VD out of the state "phantom"
3966 // this will also cause the prim to be visible to physics
3967 SetPhantom = false;
3968 }
3969 }
3970 4576
3971 if (UsePhysics && IsJoint()) 4577 // volume detector implies phantom
3972 { 4578 if (VolumeDetectActive)
3973 SetPhantom = true; 4579 SetPhantom = true;
3974 }
3975 4580
3976 if (UsePhysics) 4581 if (UsePhysics)
3977 {
3978 AddFlag(PrimFlags.Physics); 4582 AddFlag(PrimFlags.Physics);
3979 if (!wasUsingPhysics)
3980 {
3981 DoPhysicsPropertyUpdate(UsePhysics, false);
3982
3983 if (!ParentGroup.IsDeleted)
3984 {
3985 if (LocalId == ParentGroup.RootPart.LocalId)
3986 {
3987 ParentGroup.CheckSculptAndLoad();
3988 }
3989 }
3990 }
3991 }
3992 else 4583 else
3993 {
3994 RemFlag(PrimFlags.Physics); 4584 RemFlag(PrimFlags.Physics);
3995 if (wasUsingPhysics)
3996 {
3997 DoPhysicsPropertyUpdate(UsePhysics, false);
3998 }
3999 }
4000 4585
4001 if (SetPhantom 4586 if (SetPhantom)
4002 || ParentGroup.IsAttachment
4003 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4004 {
4005 AddFlag(PrimFlags.Phantom); 4587 AddFlag(PrimFlags.Phantom);
4588 else
4589 RemFlag(PrimFlags.Phantom);
4006 4590
4007 if (PhysActor != null) 4591 if (SetTemporary)
4592 AddFlag(PrimFlags.TemporaryOnRez);
4593 else
4594 RemFlag(PrimFlags.TemporaryOnRez);
4595
4596
4597 if (ParentGroup.Scene == null)
4598 return;
4599
4600 PhysicsActor pa = PhysActor;
4601
4602 if (pa != null && building && pa.Building != building)
4603 pa.Building = building;
4604
4605 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4606 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4607 {
4608 if (pa != null)
4008 { 4609 {
4610 if(wasUsingPhysics)
4611 ParentGroup.Scene.RemovePhysicalPrim(1);
4009 RemoveFromPhysics(); 4612 RemoveFromPhysics();
4010 pa = null;
4011 } 4613 }
4614
4615 Velocity = new Vector3(0, 0, 0);
4616 Acceleration = new Vector3(0, 0, 0);
4617 if (ParentGroup.RootPart == this)
4618 AngularVelocity = new Vector3(0, 0, 0);
4012 } 4619 }
4013 else // Not phantom 4620 else
4014 { 4621 {
4015 RemFlag(PrimFlags.Phantom); 4622 if (ParentGroup.Scene.CollidablePrims)
4016
4017 if (ParentGroup.Scene == null)
4018 return;
4019
4020 if (ParentGroup.Scene.CollidablePrims && pa == null)
4021 { 4623 {
4022 pa = AddToPhysics(UsePhysics); 4624 if (pa == null)
4023
4024 if (pa != null)
4025 { 4625 {
4026 pa.SetMaterial(Material); 4626 AddToPhysics(UsePhysics, SetPhantom, building, false);
4027 DoPhysicsPropertyUpdate(UsePhysics, true); 4627 pa = PhysActor;
4028 4628/*
4029 if (!ParentGroup.IsDeleted) 4629 if (pa != null)
4030 { 4630 {
4031 if (LocalId == ParentGroup.RootPart.LocalId) 4631 if (
4632// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4634// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4635// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4636// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4637// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4638 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4639 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4640 (CollisionSound != UUID.Zero)
4641 )
4032 { 4642 {
4033 ParentGroup.CheckSculptAndLoad(); 4643 pa.OnCollisionUpdate += PhysicsCollision;
4644 pa.SubscribeEvents(1000);
4034 } 4645 }
4035 } 4646 }
4036 4647*/
4037 if (
4038 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4039 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4040 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4041 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4042 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4043 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4044 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4045 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4046 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4047 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4048 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4049 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4050 (CollisionSound != UUID.Zero)
4051 )
4052 {
4053 pa.OnCollisionUpdate += PhysicsCollision;
4054 pa.SubscribeEvents(1000);
4055 }
4056 } 4648 }
4057 } 4649 else // it already has a physical representation
4058 else // it already has a physical representation
4059 {
4060 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4061
4062 if (!ParentGroup.IsDeleted)
4063 { 4650 {
4064 if (LocalId == ParentGroup.RootPart.LocalId) 4651 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4065 { 4652/* moved into DoPhysicsPropertyUpdate
4066 ParentGroup.CheckSculptAndLoad(); 4653 if(VolumeDetectActive)
4067 } 4654 pa.SetVolumeDetect(1);
4655 else
4656 pa.SetVolumeDetect(0);
4657*/
4658
4659 if (pa.Building != building)
4660 pa.Building = building;
4068 } 4661 }
4069 }
4070 }
4071 4662
4072 if (SetVD) 4663 UpdatePhysicsSubscribedEvents();
4073 {
4074 // If the above logic worked (this is urgent candidate to unit tests!)
4075 // we now have a physicsactor.
4076 // Defensive programming calls for a check here.
4077 // Better would be throwing an exception that could be catched by a unit test as the internal
4078 // logic should make sure, this Physactor is always here.
4079 if (pa != null)
4080 {
4081 pa.SetVolumeDetect(1);
4082 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4083 VolumeDetectActive = true;
4084 } 4664 }
4085 } 4665 }
4086 else
4087 {
4088 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4089 // (mumbles, well, at least if you have infinte CPU powers :-))
4090 if (pa != null)
4091 pa.SetVolumeDetect(0);
4092
4093 VolumeDetectActive = false;
4094 }
4095
4096 if (SetTemporary)
4097 {
4098 AddFlag(PrimFlags.TemporaryOnRez);
4099 }
4100 else
4101 {
4102 RemFlag(PrimFlags.TemporaryOnRez);
4103 }
4104 4666
4105 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4667 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4106 4668
4669 // and last in case we have a new actor and not building
4670
4107 if (ParentGroup != null) 4671 if (ParentGroup != null)
4108 { 4672 {
4109 ParentGroup.HasGroupChanged = true; 4673 ParentGroup.HasGroupChanged = true;
4110 ScheduleFullUpdate(); 4674 ScheduleFullUpdate();
4111 } 4675 }
4112 4676
4113// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4677// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4114 } 4678 }
4115 4679
4116 /// <summary> 4680 /// <summary>
4117 /// Adds this part to the physics scene. 4681 /// Adds this part to the physics scene.
4682 /// and sets the PhysActor property
4118 /// </summary> 4683 /// </summary>
4119 /// <remarks>This method also sets the PhysActor property.</remarks> 4684 /// <param name="isPhysical">Add this prim as physical.</param>
4120 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4685 /// <param name="isPhantom">Add this prim as phantom.</param>
4121 /// <returns> 4686 /// <param name="building">tells physics to delay full construction of object</param>
4122 /// The physics actor. null if there was a failure. 4687 /// <param name="applyDynamics">applies velocities, force and torque</param>
4123 /// </returns> 4688 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4124 private PhysicsActor AddToPhysics(bool rigidBody) 4689 {
4125 {
4126 PhysicsActor pa; 4690 PhysicsActor pa;
4127 4691
4692 Vector3 velocity = Velocity;
4693 Vector3 rotationalVelocity = AngularVelocity;;
4694
4128 try 4695 try
4129 { 4696 {
4130 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4697 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4131 string.Format("{0}/{1}", Name, UUID), 4698 string.Format("{0}/{1}", Name, UUID),
4132 Shape, 4699 Shape,
4133 AbsolutePosition, 4700 AbsolutePosition,
4134 Scale, 4701 Scale,
4135 RotationOffset, 4702 GetWorldRotation(),
4136 rigidBody, 4703 isPhysical,
4137 m_localId); 4704 isPhantom,
4705 PhysicsShapeType,
4706 m_localId);
4138 } 4707 }
4139 catch 4708 catch (Exception ex)
4140 { 4709 {
4141 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4710 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4142 pa = null; 4711 pa = null;
4143 } 4712 }
4144 4713
4145 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4146 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4147 // being set.
4148 PhysActor = pa;
4149
4150 // Basic Physics can also return null as well as an exception catch.
4151 if (pa != null) 4714 if (pa != null)
4152 { 4715 {
4153 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4716 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4154 pa.SetMaterial(Material); 4717 pa.SetMaterial(Material);
4155 DoPhysicsPropertyUpdate(rigidBody, true); 4718
4719 if (VolumeDetectActive) // change if not the default only
4720 pa.SetVolumeDetect(1);
4721
4722 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4723 m_vehicleParams.SetVehicle(pa);
4724
4725 // we are going to tell rest of code about physics so better have this here
4726 PhysActor = pa;
4727
4728 // DoPhysicsPropertyUpdate(isPhysical, true);
4729 // lets expand it here just with what it really needs to do
4730
4731 if (isPhysical)
4732 {
4733 if (ParentGroup.RootPart.KeyframeMotion != null)
4734 ParentGroup.RootPart.KeyframeMotion.Stop();
4735 ParentGroup.RootPart.KeyframeMotion = null;
4736 ParentGroup.Scene.AddPhysicalPrim(1);
4737
4738 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4739 pa.OnOutOfBounds += PhysicsOutOfBounds;
4740
4741 if (ParentID != 0 && ParentID != LocalId)
4742 {
4743 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4744
4745 if (parentPa != null)
4746 {
4747 pa.link(parentPa);
4748 }
4749 }
4750 }
4751
4752 if (applyDynamics)
4753 // do independent of isphysical so parameters get setted (at least some)
4754 {
4755 Velocity = velocity;
4756 AngularVelocity = rotationalVelocity;
4757// pa.Velocity = velocity;
4758 pa.RotationalVelocity = rotationalVelocity;
4759
4760 // if not vehicle and root part apply force and torque
4761 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4762 && LocalId == ParentGroup.RootPart.LocalId)
4763 {
4764 pa.Force = Force;
4765 pa.Torque = Torque;
4766 }
4767 }
4768
4769 if (Shape.SculptEntry)
4770 CheckSculptAndLoad();
4771 else
4772 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4773
4774 if (!building)
4775 pa.Building = false;
4156 } 4776 }
4157 4777
4158 return pa; 4778 PhysActor = pa;
4159 } 4779 }
4160 4780
4161 /// <summary> 4781 /// <summary>
4162 /// This removes the part from the physics scene. 4782 /// This removes the part from the physics scene.
4163 /// </summary> 4783 /// </summary>
4164 /// <remarks> 4784 /// <remarks>
4165 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4785 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4166 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4786 /// representation for collision detection.
4167 /// phantom.
4168 /// </remarks> 4787 /// </remarks>
4169 public void RemoveFromPhysics() 4788 public void RemoveFromPhysics()
4170 { 4789 {
4171 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4790 PhysicsActor pa = PhysActor;
4791 if (pa != null)
4792 {
4793 pa.OnCollisionUpdate -= PhysicsCollision;
4794 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4795 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4796
4797 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4798 }
4172 PhysActor = null; 4799 PhysActor = null;
4173 } 4800 }
4174 4801
@@ -4328,6 +4955,44 @@ namespace OpenSim.Region.Framework.Scenes
4328 ScheduleFullUpdate(); 4955 ScheduleFullUpdate();
4329 } 4956 }
4330 4957
4958
4959 private void UpdatePhysicsSubscribedEvents()
4960 {
4961 PhysicsActor pa = PhysActor;
4962 if (pa == null)
4963 return;
4964
4965 pa.OnCollisionUpdate -= PhysicsCollision;
4966
4967 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4968
4969 scriptEvents CombinedEvents = AggregateScriptEvents;
4970
4971 // merge with root part
4972 if (ParentGroup != null && ParentGroup.RootPart != null)
4973 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4974
4975 // submit to this part case
4976 if (VolumeDetectActive)
4977 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4978 else if ((Flags & PrimFlags.Phantom) != 0)
4979 CombinedEvents &= PhyscicsPhantonSubsEvents;
4980 else
4981 CombinedEvents &= PhysicsNeededSubsEvents;
4982
4983 if (hassound || CombinedEvents != 0)
4984 {
4985 // subscribe to physics updates.
4986 pa.OnCollisionUpdate += PhysicsCollision;
4987 pa.SubscribeEvents(50); // 20 reports per second
4988 }
4989 else
4990 {
4991 pa.UnSubscribeEvents();
4992 }
4993 }
4994
4995
4331 public void aggregateScriptEvents() 4996 public void aggregateScriptEvents()
4332 { 4997 {
4333 if (ParentGroup == null || ParentGroup.RootPart == null) 4998 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4364,40 +5029,32 @@ namespace OpenSim.Region.Framework.Scenes
4364 { 5029 {
4365 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5030 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4366 } 5031 }
4367 5032/*
4368 PhysicsActor pa = PhysActor; 5033 PhysicsActor pa = PhysActor;
4369 5034 if (pa != null)
4370 if (
4371 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4372 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4373 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4374 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4375 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4376 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4377 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4378 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4379 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4380 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4381 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4382 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4383 (CollisionSound != UUID.Zero)
4384 )
4385 { 5035 {
4386 // subscribe to physics updates. 5036 if (
4387 if (pa != null) 5037// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5038// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5039// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5040// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5041// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5042// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5043 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5044 )
4388 { 5045 {
5046 // subscribe to physics updates.
4389 pa.OnCollisionUpdate += PhysicsCollision; 5047 pa.OnCollisionUpdate += PhysicsCollision;
4390 pa.SubscribeEvents(1000); 5048 pa.SubscribeEvents(1000);
4391 } 5049 }
4392 } 5050 else
4393 else
4394 {
4395 if (pa != null)
4396 { 5051 {
4397 pa.UnSubscribeEvents(); 5052 pa.UnSubscribeEvents();
4398 pa.OnCollisionUpdate -= PhysicsCollision; 5053 pa.OnCollisionUpdate -= PhysicsCollision;
4399 } 5054 }
4400 } 5055 }
5056 */
5057 UpdatePhysicsSubscribedEvents();
4401 5058
4402 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5059 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4403 //{ 5060 //{
@@ -4527,6 +5184,18 @@ namespace OpenSim.Region.Framework.Scenes
4527 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5184 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4528 } 5185 }
4529 5186
5187 public void ResetOwnerChangeFlag()
5188 {
5189 List<UUID> inv = Inventory.GetInventoryList();
5190
5191 foreach (UUID itemID in inv)
5192 {
5193 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5194 item.OwnerChanged = false;
5195 Inventory.UpdateInventoryItem(item, false, false);
5196 }
5197 }
5198
4530 /// <summary> 5199 /// <summary>
4531 /// Record an avatar sitting on this part. 5200 /// Record an avatar sitting on this part.
4532 /// </summary> 5201 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 821fd81..e010864 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -124,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
124 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
125 { 130 {
126 if (null == m_part) 131 if (null == m_part)
127 return; 132 m_items.LockItemsForWrite(true);
128 133
129 lock (m_items) 134 if (Items.Count == 0)
130 { 135 {
131 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
132 return; 137 return;
138 }
133 139
134 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
135 m_items.Clear(); 141 Items.Clear();
136 142
137 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
138 { 144 {
139 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
140 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
141 }
142 } 147 }
148 m_items.LockItemsForWrite(false);
143 } 149 }
144 150
145 public void ResetObjectID() 151 public void ResetObjectID()
146 { 152 {
147 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
148 { 156 {
149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
150 Items.Clear(); 158 return;
151
152 foreach (TaskInventoryItem item in items)
153 {
154 item.ParentPartID = m_part.UUID;
155 item.ParentID = m_part.UUID;
156 Items.Add(item.ItemID, item);
157 }
158 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
159 } 171 }
160 172
161 /// <summary> 173 /// <summary>
@@ -164,17 +176,14 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
165 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
166 { 178 {
167 lock (Items) 179 List<TaskInventoryItem> items = GetInventoryItems();
168 { 180
169 if (0 == Items.Count) 181 if (items.Count == 0)
170 { 182 return;
171 return;
172 }
173 }
174 183
184 m_items.LockItemsForWrite(true);
175 HasInventoryChanged = true; 185 HasInventoryChanged = true;
176 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
177 List<TaskInventoryItem> items = GetInventoryItems();
178 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
179 { 188 {
180 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -185,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
185 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
186 item.OwnerChanged = true; 195 item.OwnerChanged = true;
187 } 196 }
197 m_items.LockItemsForWrite(false);
188 } 198 }
189 199
190 /// <summary> 200 /// <summary>
@@ -193,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
193 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
194 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
195 { 205 {
196 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
197 { 208 {
198 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
199 { 210 return;
200 return;
201 }
202 } 211 }
203 212
204 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -210,12 +219,15 @@ namespace OpenSim.Region.Framework.Scenes
210 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
211 } 220 }
212 221
213 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
215 { 224 {
216 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
217 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
218 } 229 }
230 m_items.LockItemsForWrite(false);
219 } 231 }
220 232
221 private void QueryScriptStates() 233 private void QueryScriptStates()
@@ -227,25 +239,25 @@ namespace OpenSim.Region.Framework.Scenes
227 if (engines == null) // No engine at all 239 if (engines == null) // No engine at all
228 return; 240 return;
229 241
230 lock (Items) 242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
231 { 244 {
232 foreach (TaskInventoryItem item in Items.Values) 245 if (item.InvType == (int)InventoryType.LSL)
233 { 246 {
234 if (item.InvType == (int)InventoryType.LSL) 247 foreach (IScriptModule e in engines)
235 { 248 {
236 foreach (IScriptModule e in engines) 249 bool running;
237 {
238 bool running;
239 250
240 if (e.HasScript(item.ItemID, out running)) 251 if (e.HasScript(item.ItemID, out running))
241 { 252 {
242 item.ScriptRunning = running; 253 item.ScriptRunning = running;
243 break; 254 break;
244 }
245 } 255 }
246 } 256 }
247 } 257 }
248 } 258 }
259
260 Items.LockItemsForRead(false);
249 } 261 }
250 262
251 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 263 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
@@ -290,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 302 {
291 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
292 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
293 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
294 } 309 }
295 310
296 /// <summary> 311 /// <summary>
@@ -312,7 +327,10 @@ namespace OpenSim.Region.Framework.Scenes
312// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 327// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
313 328
314 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 329 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
330 {
331 StoreScriptError(item.ItemID, "no permission");
315 return false; 332 return false;
333 }
316 334
317 m_part.AddFlag(PrimFlags.Scripted); 335 m_part.AddFlag(PrimFlags.Scripted);
318 336
@@ -322,14 +340,13 @@ namespace OpenSim.Region.Framework.Scenes
322 if (stateSource == 2 && // Prim crossing 340 if (stateSource == 2 && // Prim crossing
323 m_part.ParentGroup.Scene.m_trustBinaries) 341 m_part.ParentGroup.Scene.m_trustBinaries)
324 { 342 {
325 lock (m_items) 343 m_items.LockItemsForWrite(true);
326 { 344 m_items[item.ItemID].PermsMask = 0;
327 m_items[item.ItemID].PermsMask = 0; 345 m_items[item.ItemID].PermsGranter = UUID.Zero;
328 m_items[item.ItemID].PermsGranter = UUID.Zero; 346 m_items.LockItemsForWrite(false);
329 }
330
331 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
332 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
333 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
334 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
335 return true; 352 return true;
@@ -338,6 +355,8 @@ namespace OpenSim.Region.Framework.Scenes
338 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 355 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
339 if (null == asset) 356 if (null == asset)
340 { 357 {
358 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
359 StoreScriptError(item.ItemID, msg);
341 m_log.ErrorFormat( 360 m_log.ErrorFormat(
342 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 361 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
343 item.Name, item.ItemID, m_part.AbsolutePosition, 362 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -350,16 +369,18 @@ namespace OpenSim.Region.Framework.Scenes
350 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
351 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
352 371
353 lock (m_items) 372 m_items.LockItemsForWrite(true);
354 {
355 m_items[item.ItemID].OldItemID = item.OldItemID;
356 m_items[item.ItemID].PermsMask = 0;
357 m_items[item.ItemID].PermsGranter = UUID.Zero;
358 }
359 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
360 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
361 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
362 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
363 if (!item.ScriptRunning) 384 if (!item.ScriptRunning)
364 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
365 m_part.LocalId, item.ItemID); 386 m_part.LocalId, item.ItemID);
@@ -432,24 +453,151 @@ namespace OpenSim.Region.Framework.Scenes
432 return stateID; 453 return stateID;
433 } 454 }
434 455
456 /// <summary>
457 /// Start a script which is in this prim's inventory.
458 /// Some processing may occur in the background, but this routine returns asap.
459 /// </summary>
460 /// <param name="itemId">
461 /// A <see cref="UUID"/>
462 /// </param>
435 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
436 { 464 {
437 TaskInventoryItem item = GetInventoryItem(itemId); 465 lock (m_scriptErrors)
438 if (item != null) 466 {
467 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
468 m_scriptErrors.Remove(itemId);
469 }
470 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
471 return true;
472 }
473
474 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
475 {
476 m_items.LockItemsForRead(true);
477 if (m_items.ContainsKey(itemId))
439 { 478 {
440 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 479 if (m_items.ContainsKey(itemId))
480 {
481 m_items.LockItemsForRead(false);
482 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
483 }
484 else
485 {
486 m_items.LockItemsForRead(false);
487 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
488 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
489 StoreScriptError(itemId, msg);
490 m_log.ErrorFormat(
491 "[PRIM INVENTORY]: " +
492 "Couldn't start script with ID {0} since it {1}", itemId, msg);
493 }
441 } 494 }
442 else 495 else
443 { 496 {
497 m_items.LockItemsForRead(false);
498 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
499 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat( 500 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 501 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
446 itemId, m_part.Name, m_part.UUID, 502 itemId, m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 503 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
504 }
505
506 }
448 507
449 return false; 508 /// <summary>
509 /// Start a script which is in this prim's inventory and return any compilation error messages.
510 /// </summary>
511 /// <param name="itemId">
512 /// A <see cref="UUID"/>
513 /// </param>
514 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
515 {
516 ArrayList errors;
517
518 // Indicate to CreateScriptInstanceInternal() we want it to
519 // post any compilation/loading error messages
520 lock (m_scriptErrors)
521 {
522 m_scriptErrors[itemId] = null;
523 }
524
525 // Perform compilation/loading
526 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
527
528 // Wait for and retrieve any errors
529 lock (m_scriptErrors)
530 {
531 while ((errors = m_scriptErrors[itemId]) == null)
532 {
533 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
534 {
535 m_log.ErrorFormat(
536 "[PRIM INVENTORY]: " +
537 "timedout waiting for script {0} errors", itemId);
538 errors = m_scriptErrors[itemId];
539 if (errors == null)
540 {
541 errors = new ArrayList(1);
542 errors.Add("timedout waiting for errors");
543 }
544 break;
545 }
546 }
547 m_scriptErrors.Remove(itemId);
548 }
549 return errors;
550 }
551
552 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
553 private void StoreScriptErrors(UUID itemId, ArrayList errors)
554 {
555 lock (m_scriptErrors)
556 {
557 // If compilation/loading initiated via CreateScriptInstance(),
558 // it does not want the errors, so just get out
559 if (!m_scriptErrors.ContainsKey(itemId))
560 {
561 return;
562 }
563
564 // Initiated via CreateScriptInstanceEr(), if we know what the
565 // errors are, save them and wake CreateScriptInstanceEr().
566 if (errors != null)
567 {
568 m_scriptErrors[itemId] = errors;
569 System.Threading.Monitor.PulseAll(m_scriptErrors);
570 return;
571 }
572 }
573
574 // Initiated via CreateScriptInstanceEr() but we don't know what
575 // the errors are yet, so retrieve them from the script engine.
576 // This may involve some waiting internal to GetScriptErrors().
577 errors = GetScriptErrors(itemId);
578
579 // Get a default non-null value to indicate success.
580 if (errors == null)
581 {
582 errors = new ArrayList();
583 }
584
585 // Post to CreateScriptInstanceEr() and wake it up
586 lock (m_scriptErrors)
587 {
588 m_scriptErrors[itemId] = errors;
589 System.Threading.Monitor.PulseAll(m_scriptErrors);
450 } 590 }
451 } 591 }
452 592
593 // Like StoreScriptErrors(), but just posts a single string message
594 private void StoreScriptError(UUID itemId, string message)
595 {
596 ArrayList errors = new ArrayList(1);
597 errors.Add(message);
598 StoreScriptErrors(itemId, errors);
599 }
600
453 /// <summary> 601 /// <summary>
454 /// Stop and remove a script which is in this prim's inventory. 602 /// Stop and remove a script which is in this prim's inventory.
455 /// </summary> 603 /// </summary>
@@ -460,15 +608,7 @@ namespace OpenSim.Region.Framework.Scenes
460 /// </param> 608 /// </param>
461 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 609 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
462 { 610 {
463 bool scriptPresent = false; 611 if (m_items.ContainsKey(itemId))
464
465 lock (m_items)
466 {
467 if (m_items.ContainsKey(itemId))
468 scriptPresent = true;
469 }
470
471 if (scriptPresent)
472 { 612 {
473 if (!sceneObjectBeingDeleted) 613 if (!sceneObjectBeingDeleted)
474 m_part.RemoveScriptEvents(itemId); 614 m_part.RemoveScriptEvents(itemId);
@@ -538,14 +678,16 @@ namespace OpenSim.Region.Framework.Scenes
538 /// <returns></returns> 678 /// <returns></returns>
539 private bool InventoryContainsName(string name) 679 private bool InventoryContainsName(string name)
540 { 680 {
541 lock (m_items) 681 m_items.LockItemsForRead(true);
682 foreach (TaskInventoryItem item in m_items.Values)
542 { 683 {
543 foreach (TaskInventoryItem item in m_items.Values) 684 if (item.Name == name)
544 { 685 {
545 if (item.Name == name) 686 m_items.LockItemsForRead(false);
546 return true; 687 return true;
547 } 688 }
548 } 689 }
690 m_items.LockItemsForRead(false);
549 return false; 691 return false;
550 } 692 }
551 693
@@ -587,8 +729,9 @@ namespace OpenSim.Region.Framework.Scenes
587 /// <param name="item"></param> 729 /// <param name="item"></param>
588 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 730 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
589 { 731 {
590 List<TaskInventoryItem> il = GetInventoryItems(); 732 m_items.LockItemsForRead(true);
591 733 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
734 m_items.LockItemsForRead(false);
592 foreach (TaskInventoryItem i in il) 735 foreach (TaskInventoryItem i in il)
593 { 736 {
594 if (i.Name == item.Name) 737 if (i.Name == item.Name)
@@ -626,14 +769,14 @@ namespace OpenSim.Region.Framework.Scenes
626 item.Name = name; 769 item.Name = name;
627 item.GroupID = m_part.GroupID; 770 item.GroupID = m_part.GroupID;
628 771
629 lock (m_items) 772 m_items.LockItemsForWrite(true);
630 m_items.Add(item.ItemID, item); 773 m_items.Add(item.ItemID, item);
631 774 m_items.LockItemsForWrite(false);
632 if (allowedDrop) 775 if (allowedDrop)
633 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 776 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
634 else 777 else
635 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 778 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
636 779
637 m_inventorySerial++; 780 m_inventorySerial++;
638 //m_inventorySerial += 2; 781 //m_inventorySerial += 2;
639 HasInventoryChanged = true; 782 HasInventoryChanged = true;
@@ -649,15 +792,15 @@ namespace OpenSim.Region.Framework.Scenes
649 /// <param name="items"></param> 792 /// <param name="items"></param>
650 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 793 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
651 { 794 {
652 lock (m_items) 795 m_items.LockItemsForWrite(true);
796 foreach (TaskInventoryItem item in items)
653 { 797 {
654 foreach (TaskInventoryItem item in items) 798 m_items.Add(item.ItemID, item);
655 { 799// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
656 m_items.Add(item.ItemID, item);
657// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
658 }
659 m_inventorySerial++;
660 } 800 }
801 m_items.LockItemsForWrite(false);
802
803 m_inventorySerial++;
661 } 804 }
662 805
663 /// <summary> 806 /// <summary>
@@ -668,23 +811,24 @@ namespace OpenSim.Region.Framework.Scenes
668 public TaskInventoryItem GetInventoryItem(UUID itemId) 811 public TaskInventoryItem GetInventoryItem(UUID itemId)
669 { 812 {
670 TaskInventoryItem item; 813 TaskInventoryItem item;
671 814 m_items.LockItemsForRead(true);
672 lock (m_items) 815 m_items.TryGetValue(itemId, out item);
673 m_items.TryGetValue(itemId, out item); 816 m_items.LockItemsForRead(false);
674
675 return item; 817 return item;
676 } 818 }
677 819
678 public TaskInventoryItem GetInventoryItem(string name) 820 public TaskInventoryItem GetInventoryItem(string name)
679 { 821 {
680 lock (m_items) 822 m_items.LockItemsForRead(true);
823 foreach (TaskInventoryItem item in m_items.Values)
681 { 824 {
682 foreach (TaskInventoryItem item in m_items.Values) 825 if (item.Name == name)
683 { 826 {
684 if (item.Name == name) 827 m_items.LockItemsForRead(false);
685 return item; 828 return item;
686 } 829 }
687 } 830 }
831 m_items.LockItemsForRead(false);
688 832
689 return null; 833 return null;
690 } 834 }
@@ -693,15 +837,16 @@ namespace OpenSim.Region.Framework.Scenes
693 { 837 {
694 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 838 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
695 839
696 lock (m_items) 840 m_items.LockItemsForRead(true);
841
842 foreach (TaskInventoryItem item in m_items.Values)
697 { 843 {
698 foreach (TaskInventoryItem item in m_items.Values) 844 if (item.Name == name)
699 { 845 items.Add(item);
700 if (item.Name == name)
701 items.Add(item);
702 }
703 } 846 }
704 847
848 m_items.LockItemsForRead(false);
849
705 return items; 850 return items;
706 } 851 }
707 852
@@ -720,6 +865,10 @@ namespace OpenSim.Region.Framework.Scenes
720 string xmlData = Utils.BytesToString(rezAsset.Data); 865 string xmlData = Utils.BytesToString(rezAsset.Data);
721 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 866 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
722 867
868 group.RootPart.AttachPoint = group.RootPart.Shape.State;
869 group.RootPart.AttachOffset = group.AbsolutePosition;
870 group.RootPart.AttachRotation = group.GroupRotation;
871
723 group.ResetIDs(); 872 group.ResetIDs();
724 873
725 SceneObjectPart rootPart = group.GetPart(group.UUID); 874 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -794,8 +943,9 @@ namespace OpenSim.Region.Framework.Scenes
794 943
795 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 944 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
796 { 945 {
797 TaskInventoryItem it = GetInventoryItem(item.ItemID); 946 m_items.LockItemsForWrite(true);
798 if (it != null) 947
948 if (m_items.ContainsKey(item.ItemID))
799 { 949 {
800// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 950// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
801 951
@@ -808,14 +958,10 @@ namespace OpenSim.Region.Framework.Scenes
808 item.GroupID = m_part.GroupID; 958 item.GroupID = m_part.GroupID;
809 959
810 if (item.AssetID == UUID.Zero) 960 if (item.AssetID == UUID.Zero)
811 item.AssetID = it.AssetID; 961 item.AssetID = m_items[item.ItemID].AssetID;
812 962
813 lock (m_items) 963 m_items[item.ItemID] = item;
814 { 964 m_inventorySerial++;
815 m_items[item.ItemID] = item;
816 m_inventorySerial++;
817 }
818
819 if (fireScriptEvents) 965 if (fireScriptEvents)
820 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 966 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
821 967
@@ -824,7 +970,7 @@ namespace OpenSim.Region.Framework.Scenes
824 HasInventoryChanged = true; 970 HasInventoryChanged = true;
825 m_part.ParentGroup.HasGroupChanged = true; 971 m_part.ParentGroup.HasGroupChanged = true;
826 } 972 }
827 973 m_items.LockItemsForWrite(false);
828 return true; 974 return true;
829 } 975 }
830 else 976 else
@@ -835,8 +981,9 @@ namespace OpenSim.Region.Framework.Scenes
835 item.ItemID, m_part.Name, m_part.UUID, 981 item.ItemID, m_part.Name, m_part.UUID,
836 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 982 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
837 } 983 }
838 return false; 984 m_items.LockItemsForWrite(false);
839 985
986 return false;
840 } 987 }
841 988
842 /// <summary> 989 /// <summary>
@@ -847,43 +994,59 @@ namespace OpenSim.Region.Framework.Scenes
847 /// in this prim's inventory.</returns> 994 /// in this prim's inventory.</returns>
848 public int RemoveInventoryItem(UUID itemID) 995 public int RemoveInventoryItem(UUID itemID)
849 { 996 {
850 TaskInventoryItem item = GetInventoryItem(itemID); 997 m_items.LockItemsForRead(true);
851 if (item != null) 998
999 if (m_items.ContainsKey(itemID))
852 { 1000 {
853 int type = m_items[itemID].InvType; 1001 int type = m_items[itemID].InvType;
1002 m_items.LockItemsForRead(false);
854 if (type == 10) // Script 1003 if (type == 10) // Script
855 { 1004 {
856 m_part.RemoveScriptEvents(itemID);
857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1005 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
858 } 1006 }
1007 m_items.LockItemsForWrite(true);
859 m_items.Remove(itemID); 1008 m_items.Remove(itemID);
1009 m_items.LockItemsForWrite(false);
860 m_inventorySerial++; 1010 m_inventorySerial++;
861 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1011 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
862 1012
863 HasInventoryChanged = true; 1013 HasInventoryChanged = true;
864 m_part.ParentGroup.HasGroupChanged = true; 1014 m_part.ParentGroup.HasGroupChanged = true;
865 1015
866 if (!ContainsScripts()) 1016 int scriptcount = 0;
1017 m_items.LockItemsForRead(true);
1018 foreach (TaskInventoryItem item in m_items.Values)
1019 {
1020 if (item.Type == 10)
1021 {
1022 scriptcount++;
1023 }
1024 }
1025 m_items.LockItemsForRead(false);
1026
1027
1028 if (scriptcount <= 0)
1029 {
867 m_part.RemFlag(PrimFlags.Scripted); 1030 m_part.RemFlag(PrimFlags.Scripted);
1031 }
868 1032
869 m_part.ScheduleFullUpdate(); 1033 m_part.ScheduleFullUpdate();
870 1034
871 return type; 1035 return type;
872
873 } 1036 }
874 else 1037 else
875 { 1038 {
1039 m_items.LockItemsForRead(false);
876 m_log.ErrorFormat( 1040 m_log.ErrorFormat(
877 "[PRIM INVENTORY]: " + 1041 "[PRIM INVENTORY]: " +
878 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1042 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
879 itemID, m_part.Name, m_part.UUID, 1043 itemID, m_part.Name, m_part.UUID);
880 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
881 } 1044 }
882 1045
883 return -1; 1046 return -1;
884 } 1047 }
885 1048
886 private bool CreateInventoryFile() 1049 private bool CreateInventoryFileName()
887 { 1050 {
888// m_log.DebugFormat( 1051// m_log.DebugFormat(
889// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1052// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -892,70 +1055,12 @@ namespace OpenSim.Region.Framework.Scenes
892 if (m_inventoryFileName == String.Empty || 1055 if (m_inventoryFileName == String.Empty ||
893 m_inventoryFileNameSerial < m_inventorySerial) 1056 m_inventoryFileNameSerial < m_inventorySerial)
894 { 1057 {
895 // Something changed, we need to create a new file
896 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1058 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
897 m_inventoryFileNameSerial = m_inventorySerial; 1059 m_inventoryFileNameSerial = m_inventorySerial;
898 1060
899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
900
901 lock (m_items)
902 {
903 foreach (TaskInventoryItem item in m_items.Values)
904 {
905// m_log.DebugFormat(
906// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
907// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
908
909 UUID ownerID = item.OwnerID;
910 uint everyoneMask = 0;
911 uint baseMask = item.BasePermissions;
912 uint ownerMask = item.CurrentPermissions;
913 uint groupMask = item.GroupPermissions;
914
915 invString.AddItemStart();
916 invString.AddNameValueLine("item_id", item.ItemID.ToString());
917 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
918
919 invString.AddPermissionsStart();
920
921 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
922 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
923 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
924 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
925 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
926
927 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
928 invString.AddNameValueLine("owner_id", ownerID.ToString());
929
930 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
931
932 invString.AddNameValueLine("group_id", item.GroupID.ToString());
933 invString.AddSectionEnd();
934
935 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
936 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
937 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
938 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
939
940 invString.AddSaleStart();
941 invString.AddNameValueLine("sale_type", "not");
942 invString.AddNameValueLine("sale_price", "0");
943 invString.AddSectionEnd();
944
945 invString.AddNameValueLine("name", item.Name + "|");
946 invString.AddNameValueLine("desc", item.Description + "|");
947
948 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
949 invString.AddSectionEnd();
950 }
951 }
952
953 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
954
955 return true; 1061 return true;
956 } 1062 }
957 1063
958 // No need to recreate, the existing file is fine
959 return false; 1064 return false;
960 } 1065 }
961 1066
@@ -965,43 +1070,110 @@ namespace OpenSim.Region.Framework.Scenes
965 /// <param name="xferManager"></param> 1070 /// <param name="xferManager"></param>
966 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1071 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
967 { 1072 {
968 lock (m_items) 1073 bool changed = CreateInventoryFileName();
969 {
970 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
971 // a new script if any previous deletion has left the prim inventory empty.
972 if (m_items.Count == 0) // No inventory
973 {
974// m_log.DebugFormat(
975// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
976// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
977 1074
978 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1075 bool includeAssets = false;
979 return; 1076 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
980 } 1077 includeAssets = true;
1078
1079 if (m_inventoryPrivileged != includeAssets)
1080 changed = true;
981 1081
982 CreateInventoryFile(); 1082 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1083
1084 Items.LockItemsForRead(true);
1085
1086 if (m_inventorySerial == 0) // No inventory
1087 {
1088 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1089 Items.LockItemsForRead(false);
1090 return;
1091 }
1092
1093 if (m_items.Count == 0) // No inventory
1094 {
1095 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1096 Items.LockItemsForRead(false);
1097 return;
1098 }
983 1099
984 // In principle, we should only do the rest if the inventory changed; 1100 if (!changed)
985 // by sending m_inventorySerial to the client, it ought to know 1101 {
986 // that nothing changed and that it doesn't need to request the file.
987 // Unfortunately, it doesn't look like the client optimizes this;
988 // the client seems to always come back and request the Xfer,
989 // no matter what value m_inventorySerial has.
990 // FIXME: Could probably be > 0 here rather than > 2
991 if (m_inventoryFileData.Length > 2) 1102 if (m_inventoryFileData.Length > 2)
992 { 1103 {
993 // Add the file for Xfer 1104 xferManager.AddNewFile(m_inventoryFileName,
994 // m_log.DebugFormat( 1105 m_inventoryFileData);
995 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1106 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
996 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1107 Util.StringToBytes256(m_inventoryFileName));
997 1108
998 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1109 Items.LockItemsForRead(false);
1110 return;
999 } 1111 }
1000
1001 // Tell the client we're ready to Xfer the file
1002 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1003 Util.StringToBytes256(m_inventoryFileName));
1004 } 1112 }
1113
1114 m_inventoryPrivileged = includeAssets;
1115
1116 foreach (TaskInventoryItem item in m_items.Values)
1117 {
1118 UUID ownerID = item.OwnerID;
1119 uint everyoneMask = 0;
1120 uint baseMask = item.BasePermissions;
1121 uint ownerMask = item.CurrentPermissions;
1122 uint groupMask = item.GroupPermissions;
1123
1124 invString.AddItemStart();
1125 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1126 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1127
1128 invString.AddPermissionsStart();
1129
1130 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1131 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1132 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1133 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1134 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1135
1136 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1137 invString.AddNameValueLine("owner_id", ownerID.ToString());
1138
1139 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1140
1141 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1142 invString.AddSectionEnd();
1143
1144 if (includeAssets)
1145 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1146 else
1147 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1148 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1149 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1150 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1151
1152 invString.AddSaleStart();
1153 invString.AddNameValueLine("sale_type", "not");
1154 invString.AddNameValueLine("sale_price", "0");
1155 invString.AddSectionEnd();
1156
1157 invString.AddNameValueLine("name", item.Name + "|");
1158 invString.AddNameValueLine("desc", item.Description + "|");
1159
1160 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1161 invString.AddSectionEnd();
1162 }
1163
1164 Items.LockItemsForRead(false);
1165
1166 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1167
1168 if (m_inventoryFileData.Length > 2)
1169 {
1170 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1171 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1172 Util.StringToBytes256(m_inventoryFileName));
1173 return;
1174 }
1175
1176 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1005 } 1177 }
1006 1178
1007 /// <summary> 1179 /// <summary>
@@ -1010,13 +1182,19 @@ namespace OpenSim.Region.Framework.Scenes
1010 /// <param name="datastore"></param> 1182 /// <param name="datastore"></param>
1011 public void ProcessInventoryBackup(ISimulationDataService datastore) 1183 public void ProcessInventoryBackup(ISimulationDataService datastore)
1012 { 1184 {
1013 if (HasInventoryChanged) 1185// Removed this because linking will cause an immediate delete of the new
1014 { 1186// child prim from the database and the subsequent storing of the prim sees
1015 HasInventoryChanged = false; 1187// the inventory of it as unchanged and doesn't store it at all. The overhead
1016 List<TaskInventoryItem> items = GetInventoryItems(); 1188// of storing prim inventory needlessly is much less than the aggravation
1017 datastore.StorePrimInventory(m_part.UUID, items); 1189// of prim inventory loss.
1190// if (HasInventoryChanged)
1191// {
1192 Items.LockItemsForRead(true);
1193 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1194 Items.LockItemsForRead(false);
1018 1195
1019 } 1196 HasInventoryChanged = false;
1197// }
1020 } 1198 }
1021 1199
1022 public class InventoryStringBuilder 1200 public class InventoryStringBuilder
@@ -1082,87 +1260,63 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1260 {
1083 uint mask=0x7fffffff; 1261 uint mask=0x7fffffff;
1084 1262
1085 lock (m_items) 1263 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1264 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1265 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1266 mask &= ~((uint)PermissionMask.Copy >> 13);
1267 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1268 mask &= ~((uint)PermissionMask.Transfer >> 13);
1269 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1270 mask &= ~((uint)PermissionMask.Modify >> 13);
1271
1272 if (item.InvType == (int)InventoryType.Object)
1088 { 1273 {
1089 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1274 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1090 mask &= ~((uint)PermissionMask.Copy >> 13); 1275 mask &= ~((uint)PermissionMask.Copy >> 13);
1091 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1276 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1092 mask &= ~((uint)PermissionMask.Transfer >> 13); 1277 mask &= ~((uint)PermissionMask.Transfer >> 13);
1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1278 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1094 mask &= ~((uint)PermissionMask.Modify >> 13); 1279 mask &= ~((uint)PermissionMask.Modify >> 13);
1095
1096 if (item.InvType != (int)InventoryType.Object)
1097 {
1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1099 mask &= ~((uint)PermissionMask.Copy >> 13);
1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1101 mask &= ~((uint)PermissionMask.Transfer >> 13);
1102 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1103 mask &= ~((uint)PermissionMask.Modify >> 13);
1104 }
1105 else
1106 {
1107 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1108 mask &= ~((uint)PermissionMask.Copy >> 13);
1109 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1110 mask &= ~((uint)PermissionMask.Transfer >> 13);
1111 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1112 mask &= ~((uint)PermissionMask.Modify >> 13);
1113 }
1114
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1116 mask &= ~(uint)PermissionMask.Copy;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1118 mask &= ~(uint)PermissionMask.Transfer;
1119 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1120 mask &= ~(uint)PermissionMask.Modify;
1121 } 1280 }
1281
1282 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1283 mask &= ~(uint)PermissionMask.Copy;
1284 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1285 mask &= ~(uint)PermissionMask.Transfer;
1286 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1287 mask &= ~(uint)PermissionMask.Modify;
1122 } 1288 }
1123
1124 return mask; 1289 return mask;
1125 } 1290 }
1126 1291
1127 public void ApplyNextOwnerPermissions() 1292 public void ApplyNextOwnerPermissions()
1128 { 1293 {
1129 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1130 { 1295 {
1131 foreach (TaskInventoryItem item in m_items.Values) 1296 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1132 { 1297 {
1133// m_log.DebugFormat ( 1298 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1134// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1299 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1135// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1300 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1136 1301 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1137 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1302 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1138 { 1303 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1140 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1142 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1144 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1145 }
1146
1147 item.CurrentPermissions &= item.NextPermissions;
1148 item.BasePermissions &= item.NextPermissions;
1149 item.EveryonePermissions &= item.NextPermissions;
1150 item.OwnerChanged = true;
1151 item.PermsMask = 0;
1152 item.PermsGranter = UUID.Zero;
1153 } 1304 }
1305 item.CurrentPermissions &= item.NextPermissions;
1306 item.BasePermissions &= item.NextPermissions;
1307 item.EveryonePermissions &= item.NextPermissions;
1308 item.OwnerChanged = true;
1309 item.PermsMask = 0;
1310 item.PermsGranter = UUID.Zero;
1154 } 1311 }
1155 } 1312 }
1156 1313
1157 public void ApplyGodPermissions(uint perms) 1314 public void ApplyGodPermissions(uint perms)
1158 { 1315 {
1159 lock (m_items) 1316 foreach (TaskInventoryItem item in m_items.Values)
1160 { 1317 {
1161 foreach (TaskInventoryItem item in m_items.Values) 1318 item.CurrentPermissions = perms;
1162 { 1319 item.BasePermissions = perms;
1163 item.CurrentPermissions = perms;
1164 item.BasePermissions = perms;
1165 }
1166 } 1320 }
1167 1321
1168 m_inventorySerial++; 1322 m_inventorySerial++;
@@ -1175,14 +1329,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 /// <returns></returns> 1329 /// <returns></returns>
1176 public bool ContainsScripts() 1330 public bool ContainsScripts()
1177 { 1331 {
1178 lock (m_items) 1332 foreach (TaskInventoryItem item in m_items.Values)
1179 { 1333 {
1180 foreach (TaskInventoryItem item in m_items.Values) 1334 if (item.InvType == (int)InventoryType.LSL)
1181 { 1335 {
1182 if (item.InvType == (int)InventoryType.LSL) 1336 return true;
1183 {
1184 return true;
1185 }
1186 } 1337 }
1187 } 1338 }
1188 1339
@@ -1196,17 +1347,15 @@ namespace OpenSim.Region.Framework.Scenes
1196 public int ScriptCount() 1347 public int ScriptCount()
1197 { 1348 {
1198 int count = 0; 1349 int count = 0;
1199 lock (m_items) 1350 Items.LockItemsForRead(true);
1351 foreach (TaskInventoryItem item in m_items.Values)
1200 { 1352 {
1201 foreach (TaskInventoryItem item in m_items.Values) 1353 if (item.InvType == (int)InventoryType.LSL)
1202 { 1354 {
1203 if (item.InvType == (int)InventoryType.LSL) 1355 count++;
1204 {
1205 count++;
1206 }
1207 } 1356 }
1208 } 1357 }
1209 1358 Items.LockItemsForRead(false);
1210 return count; 1359 return count;
1211 } 1360 }
1212 /// <summary> 1361 /// <summary>
@@ -1242,11 +1391,8 @@ namespace OpenSim.Region.Framework.Scenes
1242 { 1391 {
1243 List<UUID> ret = new List<UUID>(); 1392 List<UUID> ret = new List<UUID>();
1244 1393
1245 lock (m_items) 1394 foreach (TaskInventoryItem item in m_items.Values)
1246 { 1395 ret.Add(item.ItemID);
1247 foreach (TaskInventoryItem item in m_items.Values)
1248 ret.Add(item.ItemID);
1249 }
1250 1396
1251 return ret; 1397 return ret;
1252 } 1398 }
@@ -1255,8 +1401,9 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1401 {
1256 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1402 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1257 1403
1258 lock (m_items) 1404 Items.LockItemsForRead(true);
1259 ret = new List<TaskInventoryItem>(m_items.Values); 1405 ret = new List<TaskInventoryItem>(m_items.Values);
1406 Items.LockItemsForRead(false);
1260 1407
1261 return ret; 1408 return ret;
1262 } 1409 }
@@ -1265,18 +1412,24 @@ namespace OpenSim.Region.Framework.Scenes
1265 { 1412 {
1266 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1413 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1267 1414
1268 lock (m_items) 1415 Items.LockItemsForRead(true);
1269 { 1416
1270 foreach (TaskInventoryItem item in m_items.Values) 1417 foreach (TaskInventoryItem item in m_items.Values)
1271 if (item.InvType == (int)type) 1418 if (item.InvType == (int)type)
1272 ret.Add(item); 1419 ret.Add(item);
1273 } 1420
1421 Items.LockItemsForRead(false);
1274 1422
1275 return ret; 1423 return ret;
1276 } 1424 }
1277 1425
1278 public Dictionary<UUID, string> GetScriptStates() 1426 public Dictionary<UUID, string> GetScriptStates()
1279 { 1427 {
1428 return GetScriptStates(false);
1429 }
1430
1431 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1432 {
1280 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1433 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1281 1434
1282 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1435 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1302,14 +1455,21 @@ namespace OpenSim.Region.Framework.Scenes
1302 string n = e.GetXMLState(item.ItemID); 1455 string n = e.GetXMLState(item.ItemID);
1303 if (n != String.Empty) 1456 if (n != String.Empty)
1304 { 1457 {
1305 if (!ret.ContainsKey(item.ItemID)) 1458 if (oldIDs)
1306 ret[item.ItemID] = n; 1459 {
1460 if (!ret.ContainsKey(item.OldItemID))
1461 ret[item.OldItemID] = n;
1462 }
1463 else
1464 {
1465 if (!ret.ContainsKey(item.ItemID))
1466 ret[item.ItemID] = n;
1467 }
1307 break; 1468 break;
1308 } 1469 }
1309 } 1470 }
1310 } 1471 }
1311 } 1472 }
1312
1313 return ret; 1473 return ret;
1314 } 1474 }
1315 1475
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0e7f2e5..e27d309 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -430,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
430 get { return (IClientCore)ControllingClient; } 439 get { return (IClientCore)ControllingClient; }
431 } 440 }
432 441
433 public Vector3 ParentPosition { get; set; } 442// public Vector3 ParentPosition { get; set; }
434 443
435 /// <summary> 444 /// <summary>
436 /// Position of this avatar relative to the region the avatar is in 445 /// Position of this avatar relative to the region the avatar is in
@@ -488,7 +497,7 @@ namespace OpenSim.Region.Framework.Scenes
488 if (ParentID == 0) 497 if (ParentID == 0)
489 { 498 {
490 m_pos = value; 499 m_pos = value;
491 ParentPosition = Vector3.Zero; 500// ParentPosition = Vector3.Zero;
492 } 501 }
493 502
494 //m_log.DebugFormat( 503 //m_log.DebugFormat(
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// Are we sitting on an object? 597 /// Are we sitting on an object?
582 /// </summary> 598 /// </summary>
@@ -743,6 +759,33 @@ namespace OpenSim.Region.Framework.Scenes
743 Appearance = appearance; 759 Appearance = appearance;
744 } 760 }
745 761
762 private void RegionHeartbeatEnd(Scene scene)
763 {
764 if (IsChildAgent)
765 return;
766
767 m_movementAnimationUpdateCounter ++;
768 if (m_movementAnimationUpdateCounter >= 2)
769 {
770 m_movementAnimationUpdateCounter = 0;
771 if (Animator != null)
772 {
773 // If the parentID == 0 we are not sitting
774 // if !SitGournd then we are not sitting on the ground
775 // Fairly straightforward, now here comes the twist
776 // if ParentUUID is NOT UUID.Zero, we are looking to
777 // be sat on an object that isn't there yet. Should
778 // be treated as if sat.
779 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
780 Animator.UpdateMovementAnimations();
781 }
782 else
783 {
784 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
785 }
786 }
787 }
788
746 public void RegisterToEvents() 789 public void RegisterToEvents()
747 { 790 {
748 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 791 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -752,6 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
752 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 795 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
753 ControllingClient.OnStartAnim += HandleStartAnim; 796 ControllingClient.OnStartAnim += HandleStartAnim;
754 ControllingClient.OnStopAnim += HandleStopAnim; 797 ControllingClient.OnStopAnim += HandleStopAnim;
798 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
755 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 799 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
756 ControllingClient.OnAutoPilotGo += MoveToTarget; 800 ControllingClient.OnAutoPilotGo += MoveToTarget;
757 801
@@ -812,10 +856,39 @@ namespace OpenSim.Region.Framework.Scenes
812 "[SCENE]: Upgrading child to root agent for {0} in {1}", 856 "[SCENE]: Upgrading child to root agent for {0} in {1}",
813 Name, m_scene.RegionInfo.RegionName); 857 Name, m_scene.RegionInfo.RegionName);
814 858
815 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
816
817 bool wasChild = IsChildAgent; 859 bool wasChild = IsChildAgent;
818 IsChildAgent = false; 860
861 if (ParentUUID != UUID.Zero)
862 {
863 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
864 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
865 if (part == null)
866 {
867 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
868 }
869 else
870 {
871 part.ParentGroup.AddAvatar(UUID);
872 if (part.SitTargetPosition != Vector3.Zero)
873 part.SitTargetAvatar = UUID;
874// ParentPosition = part.GetWorldPosition();
875 ParentID = part.LocalId;
876 ParentPart = part;
877 m_pos = m_prevSitOffset;
878// pos = ParentPosition;
879 pos = part.GetWorldPosition();
880 }
881 ParentUUID = UUID.Zero;
882
883 IsChildAgent = false;
884
885// Animator.TrySetMovementAnimation("SIT");
886 }
887 else
888 {
889 IsChildAgent = false;
890 }
891
819 892
820 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 893 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
821 if (gm != null) 894 if (gm != null)
@@ -825,62 +898,72 @@ namespace OpenSim.Region.Framework.Scenes
825 898
826 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 899 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
827 900
828 // Moved this from SendInitialData to ensure that Appearance is initialized 901 if (ParentID == 0)
829 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 // related to the handling of attachments
831 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
832 if (m_scene.TestBorderCross(pos, Cardinals.E))
833 { 902 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 903 // Moved this from SendInitialData to ensure that Appearance is initialized
835 pos.X = crossedBorder.BorderLine.Z - 1; 904 // before the inventory is processed in MakeRootAgent. This fixes a race condition
836 } 905 // related to the handling of attachments
906 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
907 if (m_scene.TestBorderCross(pos, Cardinals.E))
908 {
909 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
910 pos.X = crossedBorder.BorderLine.Z - 1;
911 }
837 912
838 if (m_scene.TestBorderCross(pos, Cardinals.N)) 913 if (m_scene.TestBorderCross(pos, Cardinals.N))
839 { 914 {
840 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 915 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
841 pos.Y = crossedBorder.BorderLine.Z - 1; 916 pos.Y = crossedBorder.BorderLine.Z - 1;
842 } 917 }
843 918
844 CheckAndAdjustLandingPoint(ref pos); 919 CheckAndAdjustLandingPoint(ref pos);
845 920
846 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 921 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
847 { 922 {
848 m_log.WarnFormat( 923 m_log.WarnFormat(
849 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 924 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
850 pos, Name, UUID); 925 pos, Name, UUID);
851 926
852 if (pos.X < 0f) pos.X = 0f; 927 if (pos.X < 0f) pos.X = 0f;
853 if (pos.Y < 0f) pos.Y = 0f; 928 if (pos.Y < 0f) pos.Y = 0f;
854 if (pos.Z < 0f) pos.Z = 0f; 929 if (pos.Z < 0f) pos.Z = 0f;
855 } 930 }
856 931
857 float localAVHeight = 1.56f; 932 float localAVHeight = 1.56f;
858 if (Appearance.AvatarHeight > 0) 933 if (Appearance.AvatarHeight > 0)
859 localAVHeight = Appearance.AvatarHeight; 934 localAVHeight = Appearance.AvatarHeight;
860 935
861 float posZLimit = 0; 936 float posZLimit = 0;
862 937
863 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 938 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
864 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 939 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
865 940
866 float newPosZ = posZLimit + localAVHeight / 2; 941 float newPosZ = posZLimit + localAVHeight / 2;
867 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 942 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
868 { 943 {
869 pos.Z = newPosZ; 944 pos.Z = newPosZ;
870 } 945 }
871 AbsolutePosition = pos; 946 AbsolutePosition = pos;
872 947
873 AddToPhysicalScene(isFlying); 948 if (m_teleportFlags == TeleportFlags.Default)
949 {
950 Vector3 vel = Velocity;
951 AddToPhysicalScene(isFlying);
952 if (PhysicsActor != null)
953 PhysicsActor.SetMomentum(vel);
954 }
955 else
956 AddToPhysicalScene(isFlying);
874 957
875 if (ForceFly) 958 if (ForceFly)
876 { 959 {
877 Flying = true; 960 Flying = true;
878 } 961 }
879 else if (FlyDisabled) 962 else if (FlyDisabled)
880 { 963 {
881 Flying = false; 964 Flying = false;
965 }
882 } 966 }
883
884 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 967 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
885 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 968 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
886 // elsewhere anyway 969 // elsewhere anyway
@@ -898,14 +981,19 @@ namespace OpenSim.Region.Framework.Scenes
898 { 981 {
899 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 982 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
900 // Resume scripts 983 // Resume scripts
901 foreach (SceneObjectGroup sog in m_attachments) 984 Util.FireAndForget(delegate(object x) {
902 { 985 foreach (SceneObjectGroup sog in m_attachments)
903 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 986 {
904 sog.ResumeScripts(); 987 sog.ScheduleGroupForFullUpdate();
905 } 988 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
989 sog.ResumeScripts();
990 }
991 });
906 } 992 }
907 } 993 }
908 994
995 SendAvatarDataToAllAgents();
996
909 // send the animations of the other presences to me 997 // send the animations of the other presences to me
910 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 998 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
911 { 999 {
@@ -916,9 +1004,12 @@ namespace OpenSim.Region.Framework.Scenes
916 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1004 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
917 // stall on the border crossing since the existing child agent will still have the last movement 1005 // stall on the border crossing since the existing child agent will still have the last movement
918 // recorded, which stops the input from being processed. 1006 // recorded, which stops the input from being processed.
1007
919 MovementFlag = 0; 1008 MovementFlag = 0;
920 1009
921 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1010 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1011
1012 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
922 } 1013 }
923 1014
924 public int GetStateSource() 1015 public int GetStateSource()
@@ -946,12 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes
946 /// </remarks> 1037 /// </remarks>
947 public void MakeChildAgent() 1038 public void MakeChildAgent()
948 { 1039 {
1040 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1041
949 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1042 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
950 1043
951 // Reset these so that teleporting in and walking out isn't seen 1044 // Reset these so that teleporting in and walking out isn't seen
952 // as teleporting back 1045 // as teleporting back
953 TeleportFlags = TeleportFlags.Default; 1046 TeleportFlags = TeleportFlags.Default;
954 1047
1048 MovementFlag = 0;
1049
955 // It looks like Animator is set to null somewhere, and MakeChild 1050 // It looks like Animator is set to null somewhere, and MakeChild
956 // is called after that. Probably in aborted teleports. 1051 // is called after that. Probably in aborted teleports.
957 if (Animator == null) 1052 if (Animator == null)
@@ -959,6 +1054,7 @@ namespace OpenSim.Region.Framework.Scenes
959 else 1054 else
960 Animator.ResetAnimations(); 1055 Animator.ResetAnimations();
961 1056
1057
962// m_log.DebugFormat( 1058// m_log.DebugFormat(
963// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1059// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
964// Name, UUID, m_scene.RegionInfo.RegionName); 1060// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -970,6 +1066,7 @@ namespace OpenSim.Region.Framework.Scenes
970 IsChildAgent = true; 1066 IsChildAgent = true;
971 m_scene.SwapRootAgentCount(true); 1067 m_scene.SwapRootAgentCount(true);
972 RemoveFromPhysicalScene(); 1068 RemoveFromPhysicalScene();
1069 ParentID = 0; // Child agents can't be sitting
973 1070
974 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1071 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
975 1072
@@ -985,9 +1082,9 @@ namespace OpenSim.Region.Framework.Scenes
985 { 1082 {
986// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1083// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
987 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1084 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
988 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor.UnSubscribeEvents();
990 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1085 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1086 PhysicsActor.UnSubscribeEvents();
1087 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
991 PhysicsActor = null; 1088 PhysicsActor = null;
992 } 1089 }
993// else 1090// else
@@ -1004,7 +1101,7 @@ namespace OpenSim.Region.Framework.Scenes
1004 /// <param name="pos"></param> 1101 /// <param name="pos"></param>
1005 public void Teleport(Vector3 pos) 1102 public void Teleport(Vector3 pos)
1006 { 1103 {
1007 TeleportWithMomentum(pos, null); 1104 TeleportWithMomentum(pos, Vector3.Zero);
1008 } 1105 }
1009 1106
1010 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1107 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1028,6 +1125,41 @@ namespace OpenSim.Region.Framework.Scenes
1028 SendTerseUpdateToAllClients(); 1125 SendTerseUpdateToAllClients();
1029 } 1126 }
1030 1127
1128 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1129 {
1130 CheckLandingPoint(ref newpos);
1131 AbsolutePosition = newpos;
1132
1133 if (newvel.HasValue)
1134 {
1135 if ((Vector3)newvel == Vector3.Zero)
1136 {
1137 if (PhysicsActor != null)
1138 PhysicsActor.SetMomentum(Vector3.Zero);
1139 m_velocity = Vector3.Zero;
1140 }
1141 else
1142 {
1143 if (PhysicsActor != null)
1144 PhysicsActor.SetMomentum((Vector3)newvel);
1145 m_velocity = (Vector3)newvel;
1146
1147 if (rotateToVelXY)
1148 {
1149 Vector3 lookAt = (Vector3)newvel;
1150 lookAt.Z = 0;
1151 lookAt.Normalize();
1152 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1153 return;
1154 }
1155 }
1156 }
1157
1158 SendTerseUpdateToAllClients();
1159 }
1160
1161
1162
1031 public void StopFlying() 1163 public void StopFlying()
1032 { 1164 {
1033 ControllingClient.StopFlying(this); 1165 ControllingClient.StopFlying(this);
@@ -1343,8 +1475,18 @@ namespace OpenSim.Region.Framework.Scenes
1343 { 1475 {
1344 if (m_followCamAuto) 1476 if (m_followCamAuto)
1345 { 1477 {
1346 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1478 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1347 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1479 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1480
1481 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1482 Vector3 distTocam = CameraPosition - posAdjusted;
1483 float distTocamlen = distTocam.Length();
1484 if (distTocamlen > 0)
1485 {
1486 distTocam *= 1.0f / distTocamlen;
1487 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1488 }
1489
1348 } 1490 }
1349 } 1491 }
1350 1492
@@ -1778,12 +1920,17 @@ namespace OpenSim.Region.Framework.Scenes
1778// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1920// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1779 1921
1780 SitGround = false; 1922 SitGround = false;
1923
1924/* move this down so avatar gets physical in the new position and not where it is siting
1781 if (PhysicsActor == null) 1925 if (PhysicsActor == null)
1782 AddToPhysicalScene(false); 1926 AddToPhysicalScene(false);
1927 */
1783 1928
1784 if (ParentID != 0) 1929 if (ParentID != 0)
1785 { 1930 {
1786 SceneObjectPart part = ParentPart; 1931 SceneObjectPart part = ParentPart;
1932 UnRegisterSeatControls(part.ParentGroup.UUID);
1933
1787 TaskInventoryDictionary taskIDict = part.TaskInventory; 1934 TaskInventoryDictionary taskIDict = part.TaskInventory;
1788 if (taskIDict != null) 1935 if (taskIDict != null)
1789 { 1936 {
@@ -1799,14 +1946,20 @@ namespace OpenSim.Region.Framework.Scenes
1799 } 1946 }
1800 } 1947 }
1801 1948
1802 ParentPosition = part.GetWorldPosition(); 1949 part.ParentGroup.DeleteAvatar(UUID);
1950// ParentPosition = part.GetWorldPosition();
1803 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1951 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1804 1952
1805 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1953// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1806 ParentPosition = Vector3.Zero; 1954// ParentPosition = Vector3.Zero;
1955 m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1807 1956
1808 ParentID = 0; 1957 ParentID = 0;
1809 ParentPart = null; 1958 ParentPart = null;
1959
1960 if (PhysicsActor == null)
1961 AddToPhysicalScene(false);
1962
1810 SendAvatarDataToAllAgents(); 1963 SendAvatarDataToAllAgents();
1811 m_requestedSitTargetID = 0; 1964 m_requestedSitTargetID = 0;
1812 1965
@@ -1816,6 +1969,9 @@ namespace OpenSim.Region.Framework.Scenes
1816 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1969 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1817 } 1970 }
1818 1971
1972 else if (PhysicsActor == null)
1973 AddToPhysicalScene(false);
1974
1819 Animator.TrySetMovementAnimation("STAND"); 1975 Animator.TrySetMovementAnimation("STAND");
1820 } 1976 }
1821 1977
@@ -1867,7 +2023,7 @@ namespace OpenSim.Region.Framework.Scenes
1867 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2023 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1868 2024
1869 if (PhysicsActor != null) 2025 if (PhysicsActor != null)
1870 m_sitAvatarHeight = PhysicsActor.Size.Z; 2026 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1871 2027
1872 bool canSit = false; 2028 bool canSit = false;
1873 Vector3 pos = part.AbsolutePosition + offset; 2029 Vector3 pos = part.AbsolutePosition + offset;
@@ -1916,7 +2072,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 forceMouselook = part.GetForceMouselook(); 2072 forceMouselook = part.GetForceMouselook();
1917 2073
1918 ControllingClient.SendSitResponse( 2074 ControllingClient.SendSitResponse(
1919 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2075 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1920 2076
1921 m_requestedSitTargetUUID = targetID; 2077 m_requestedSitTargetUUID = targetID;
1922 2078
@@ -1930,6 +2086,9 @@ namespace OpenSim.Region.Framework.Scenes
1930 2086
1931 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2087 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1932 { 2088 {
2089 if (IsChildAgent)
2090 return;
2091
1933 if (ParentID != 0) 2092 if (ParentID != 0)
1934 { 2093 {
1935 StandUp(); 2094 StandUp();
@@ -2207,14 +2366,39 @@ namespace OpenSim.Region.Framework.Scenes
2207 2366
2208 //Quaternion result = (sitTargetOrient * vq) * nq; 2367 //Quaternion result = (sitTargetOrient * vq) * nq;
2209 2368
2210 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2369 double x, y, z, m;
2370
2371 Quaternion r = sitTargetOrient;
2372 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2373
2374 if (Math.Abs(1.0 - m) > 0.000001)
2375 {
2376 m = 1.0 / Math.Sqrt(m);
2377 r.X *= (float)m;
2378 r.Y *= (float)m;
2379 r.Z *= (float)m;
2380 r.W *= (float)m;
2381 }
2382
2383 x = 2 * (r.X * r.Z + r.Y * r.W);
2384 y = 2 * (-r.X * r.W + r.Y * r.Z);
2385 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2386
2387 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2388 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2389
2390 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2391
2392// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2211 Rotation = sitTargetOrient; 2393 Rotation = sitTargetOrient;
2212 ParentPosition = part.AbsolutePosition; 2394// ParentPosition = part.AbsolutePosition;
2395 part.ParentGroup.AddAvatar(UUID);
2213 } 2396 }
2214 else 2397 else
2215 { 2398 {
2216 m_pos -= part.AbsolutePosition; 2399 m_pos -= part.AbsolutePosition;
2217 ParentPosition = part.AbsolutePosition; 2400// ParentPosition = part.AbsolutePosition;
2401 part.ParentGroup.AddAvatar(UUID);
2218 2402
2219// m_log.DebugFormat( 2403// m_log.DebugFormat(
2220// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2404// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2259,6 +2443,13 @@ namespace OpenSim.Region.Framework.Scenes
2259 Animator.RemoveAnimation(animID); 2443 Animator.RemoveAnimation(animID);
2260 } 2444 }
2261 2445
2446 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2447 {
2448 Animator.avnChangeAnim(animID, addRemove, sendPack);
2449 }
2450
2451
2452
2262 /// <summary> 2453 /// <summary>
2263 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2454 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2264 /// </summary> 2455 /// </summary>
@@ -2312,14 +2503,15 @@ namespace OpenSim.Region.Framework.Scenes
2312 direc.Z *= 2.6f; 2503 direc.Z *= 2.6f;
2313 2504
2314 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2505 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2315 Animator.TrySetMovementAnimation("PREJUMP"); 2506// Animator.TrySetMovementAnimation("PREJUMP");
2316 Animator.TrySetMovementAnimation("JUMP"); 2507// Animator.TrySetMovementAnimation("JUMP");
2317 } 2508 }
2318 } 2509 }
2319 } 2510 }
2320 2511
2321 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2512 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2322 m_forceToApply = direc; 2513 m_forceToApply = direc;
2514 Animator.UpdateMovementAnimations();
2323 } 2515 }
2324 2516
2325 #endregion 2517 #endregion
@@ -2712,8 +2904,9 @@ namespace OpenSim.Region.Framework.Scenes
2712 2904
2713 // If we don't have a PhysActor, we can't cross anyway 2905 // If we don't have a PhysActor, we can't cross anyway
2714 // Also don't do this while sat, sitting avatars cross with the 2906 // Also don't do this while sat, sitting avatars cross with the
2715 // object they sit on. 2907 // object they sit on. ParentUUID denoted a pending sit, don't
2716 if (ParentID != 0 || PhysicsActor == null) 2908 // interfere with it.
2909 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2717 return; 2910 return;
2718 2911
2719 if (!IsInTransit) 2912 if (!IsInTransit)
@@ -3054,6 +3247,9 @@ namespace OpenSim.Region.Framework.Scenes
3054 cAgent.AlwaysRun = SetAlwaysRun; 3247 cAgent.AlwaysRun = SetAlwaysRun;
3055 3248
3056 cAgent.Appearance = new AvatarAppearance(Appearance); 3249 cAgent.Appearance = new AvatarAppearance(Appearance);
3250
3251 cAgent.ParentPart = ParentUUID;
3252 cAgent.SitOffset = m_pos;
3057 3253
3058 lock (scriptedcontrols) 3254 lock (scriptedcontrols)
3059 { 3255 {
@@ -3062,7 +3258,7 @@ namespace OpenSim.Region.Framework.Scenes
3062 3258
3063 foreach (ScriptControllers c in scriptedcontrols.Values) 3259 foreach (ScriptControllers c in scriptedcontrols.Values)
3064 { 3260 {
3065 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3261 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3066 } 3262 }
3067 cAgent.Controllers = controls; 3263 cAgent.Controllers = controls;
3068 } 3264 }
@@ -3073,6 +3269,7 @@ namespace OpenSim.Region.Framework.Scenes
3073 cAgent.Anims = Animator.Animations.ToArray(); 3269 cAgent.Anims = Animator.Animations.ToArray();
3074 } 3270 }
3075 catch { } 3271 catch { }
3272 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3076 3273
3077 if (Scene.AttachmentsModule != null) 3274 if (Scene.AttachmentsModule != null)
3078 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3275 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3093,6 +3290,8 @@ namespace OpenSim.Region.Framework.Scenes
3093 CameraAtAxis = cAgent.AtAxis; 3290 CameraAtAxis = cAgent.AtAxis;
3094 CameraLeftAxis = cAgent.LeftAxis; 3291 CameraLeftAxis = cAgent.LeftAxis;
3095 CameraUpAxis = cAgent.UpAxis; 3292 CameraUpAxis = cAgent.UpAxis;
3293 ParentUUID = cAgent.ParentPart;
3294 m_prevSitOffset = cAgent.SitOffset;
3096 3295
3097 // When we get to the point of re-computing neighbors everytime this 3296 // When we get to the point of re-computing neighbors everytime this
3098 // changes, then start using the agent's drawdistance rather than the 3297 // changes, then start using the agent's drawdistance rather than the
@@ -3130,6 +3329,7 @@ namespace OpenSim.Region.Framework.Scenes
3130 foreach (ControllerData c in cAgent.Controllers) 3329 foreach (ControllerData c in cAgent.Controllers)
3131 { 3330 {
3132 ScriptControllers sc = new ScriptControllers(); 3331 ScriptControllers sc = new ScriptControllers();
3332 sc.objectID = c.ObjectID;
3133 sc.itemID = c.ItemID; 3333 sc.itemID = c.ItemID;
3134 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3334 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3135 sc.eventControls = (ScriptControlled)c.EventControls; 3335 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3144,6 +3344,8 @@ namespace OpenSim.Region.Framework.Scenes
3144 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3344 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3145 if (cAgent.Anims != null) 3345 if (cAgent.Anims != null)
3146 Animator.Animations.FromArray(cAgent.Anims); 3346 Animator.Animations.FromArray(cAgent.Anims);
3347 if (cAgent.DefaultAnim != null)
3348 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3147 3349
3148 if (Scene.AttachmentsModule != null) 3350 if (Scene.AttachmentsModule != null)
3149 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3351 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3206,7 +3408,7 @@ namespace OpenSim.Region.Framework.Scenes
3206 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3408 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3207 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3409 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3208 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3410 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3209 PhysicsActor.SubscribeEvents(500); 3411 PhysicsActor.SubscribeEvents(100);
3210 PhysicsActor.LocalID = LocalId; 3412 PhysicsActor.LocalID = LocalId;
3211 } 3413 }
3212 3414
@@ -3236,18 +3438,6 @@ namespace OpenSim.Region.Framework.Scenes
3236 if (IsChildAgent) 3438 if (IsChildAgent)
3237 return; 3439 return;
3238 3440
3239 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3240 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3241 // as of this comment the interval is set in AddToPhysicalScene
3242 if (Animator != null)
3243 {
3244// if (m_updateCount > 0)
3245// {
3246 Animator.UpdateMovementAnimations();
3247// m_updateCount--;
3248// }
3249 }
3250
3251 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3441 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3252 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3442 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3253 3443
@@ -3290,6 +3480,8 @@ namespace OpenSim.Region.Framework.Scenes
3290 } 3480 }
3291 } 3481 }
3292 3482
3483 RaiseCollisionScriptEvents(coldata);
3484
3293 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3485 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3294 if (Invulnerable || GodLevel > 0) 3486 if (Invulnerable || GodLevel > 0)
3295 return; 3487 return;
@@ -3387,7 +3579,8 @@ namespace OpenSim.Region.Framework.Scenes
3387 // m_reprioritizationTimer.Dispose(); 3579 // m_reprioritizationTimer.Dispose();
3388 3580
3389 RemoveFromPhysicalScene(); 3581 RemoveFromPhysicalScene();
3390 Animator.Close(); 3582 if(Animator != null)
3583 Animator.Close();
3391 Animator = null; 3584 Animator = null;
3392 } 3585 }
3393 3586
@@ -3619,10 +3812,15 @@ namespace OpenSim.Region.Framework.Scenes
3619 3812
3620 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3813 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3621 { 3814 {
3815 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3816 if (p == null)
3817 return;
3818
3622 ScriptControllers obj = new ScriptControllers(); 3819 ScriptControllers obj = new ScriptControllers();
3623 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3820 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3624 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3821 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3625 3822
3823 obj.objectID = p.ParentGroup.UUID;
3626 obj.itemID = Script_item_UUID; 3824 obj.itemID = Script_item_UUID;
3627 if (pass_on == 0 && accept == 0) 3825 if (pass_on == 0 && accept == 0)
3628 { 3826 {
@@ -3671,6 +3869,21 @@ namespace OpenSim.Region.Framework.Scenes
3671 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3869 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3672 } 3870 }
3673 3871
3872 private void UnRegisterSeatControls(UUID obj)
3873 {
3874 List<UUID> takers = new List<UUID>();
3875
3876 foreach (ScriptControllers c in scriptedcontrols.Values)
3877 {
3878 if (c.objectID == obj)
3879 takers.Add(c.itemID);
3880 }
3881 foreach (UUID t in takers)
3882 {
3883 UnRegisterControlEventsToScript(0, t);
3884 }
3885 }
3886
3674 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3887 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3675 { 3888 {
3676 ScriptControllers takecontrols; 3889 ScriptControllers takecontrols;
@@ -3989,6 +4202,12 @@ namespace OpenSim.Region.Framework.Scenes
3989 4202
3990 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4203 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3991 { 4204 {
4205 string reason;
4206
4207 // Honor bans
4208 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4209 return;
4210
3992 SceneObjectGroup telehub = null; 4211 SceneObjectGroup telehub = null;
3993 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4212 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3994 { 4213 {
@@ -4028,11 +4247,206 @@ namespace OpenSim.Region.Framework.Scenes
4028 pos = land.LandData.UserLocation; 4247 pos = land.LandData.UserLocation;
4029 } 4248 }
4030 } 4249 }
4031 4250
4032 land.SendLandUpdateToClient(ControllingClient); 4251 land.SendLandUpdateToClient(ControllingClient);
4033 } 4252 }
4034 } 4253 }
4035 4254
4255 private DetectedObject CreateDetObject(SceneObjectPart obj)
4256 {
4257 DetectedObject detobj = new DetectedObject();
4258 detobj.keyUUID = obj.UUID;
4259 detobj.nameStr = obj.Name;
4260 detobj.ownerUUID = obj.OwnerID;
4261 detobj.posVector = obj.AbsolutePosition;
4262 detobj.rotQuat = obj.GetWorldRotation();
4263 detobj.velVector = obj.Velocity;
4264 detobj.colliderType = 0;
4265 detobj.groupUUID = obj.GroupID;
4266
4267 return detobj;
4268 }
4269
4270 private DetectedObject CreateDetObject(ScenePresence av)
4271 {
4272 DetectedObject detobj = new DetectedObject();
4273 detobj.keyUUID = av.UUID;
4274 detobj.nameStr = av.ControllingClient.Name;
4275 detobj.ownerUUID = av.UUID;
4276 detobj.posVector = av.AbsolutePosition;
4277 detobj.rotQuat = av.Rotation;
4278 detobj.velVector = av.Velocity;
4279 detobj.colliderType = 0;
4280 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4281
4282 return detobj;
4283 }
4284
4285 private DetectedObject CreateDetObjectForGround()
4286 {
4287 DetectedObject detobj = new DetectedObject();
4288 detobj.keyUUID = UUID.Zero;
4289 detobj.nameStr = "";
4290 detobj.ownerUUID = UUID.Zero;
4291 detobj.posVector = AbsolutePosition;
4292 detobj.rotQuat = Quaternion.Identity;
4293 detobj.velVector = Vector3.Zero;
4294 detobj.colliderType = 0;
4295 detobj.groupUUID = UUID.Zero;
4296
4297 return detobj;
4298 }
4299
4300 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4301 {
4302 ColliderArgs colliderArgs = new ColliderArgs();
4303 List<DetectedObject> colliding = new List<DetectedObject>();
4304 foreach (uint localId in colliders)
4305 {
4306 if (localId == 0)
4307 continue;
4308
4309 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4310 if (obj != null)
4311 {
4312 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4313 colliding.Add(CreateDetObject(obj));
4314 }
4315 else
4316 {
4317 ScenePresence av = m_scene.GetScenePresence(localId);
4318 if (av != null && (!av.IsChildAgent))
4319 {
4320 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4321 colliding.Add(CreateDetObject(av));
4322 }
4323 }
4324 }
4325
4326 colliderArgs.Colliders = colliding;
4327
4328 return colliderArgs;
4329 }
4330
4331 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4332
4333 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4334 {
4335 ColliderArgs CollidingMessage;
4336
4337 if (colliders.Count > 0)
4338 {
4339 if ((dest.RootPart.ScriptEvents & ev) != 0)
4340 {
4341 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4342
4343 if (CollidingMessage.Colliders.Count > 0)
4344 notify(dest.RootPart.LocalId, CollidingMessage);
4345 }
4346 }
4347 }
4348
4349 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4350 {
4351 if ((dest.RootPart.ScriptEvents & ev) != 0)
4352 {
4353 ColliderArgs LandCollidingMessage = new ColliderArgs();
4354 List<DetectedObject> colliding = new List<DetectedObject>();
4355
4356 colliding.Add(CreateDetObjectForGround());
4357 LandCollidingMessage.Colliders = colliding;
4358
4359 notify(dest.RootPart.LocalId, LandCollidingMessage);
4360 }
4361 }
4362
4363 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4364 {
4365 try
4366 {
4367 List<uint> thisHitColliders = new List<uint>();
4368 List<uint> endedColliders = new List<uint>();
4369 List<uint> startedColliders = new List<uint>();
4370 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4371 CollisionForSoundInfo soundinfo;
4372 ContactPoint curcontact;
4373
4374 if (coldata.Count == 0)
4375 {
4376 if (m_lastColliders.Count == 0)
4377 return; // nothing to do
4378
4379 foreach (uint localID in m_lastColliders)
4380 {
4381 endedColliders.Add(localID);
4382 }
4383 m_lastColliders.Clear();
4384 }
4385
4386 else
4387 {
4388 foreach (uint id in coldata.Keys)
4389 {
4390 thisHitColliders.Add(id);
4391 if (!m_lastColliders.Contains(id))
4392 {
4393 startedColliders.Add(id);
4394 curcontact = coldata[id];
4395 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4396 {
4397 soundinfo = new CollisionForSoundInfo();
4398 soundinfo.colliderID = id;
4399 soundinfo.position = curcontact.Position;
4400 soundinfo.relativeVel = curcontact.RelativeSpeed;
4401 soundinfolist.Add(soundinfo);
4402 }
4403 }
4404 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4405 }
4406
4407 // calculate things that ended colliding
4408 foreach (uint localID in m_lastColliders)
4409 {
4410 if (!thisHitColliders.Contains(localID))
4411 {
4412 endedColliders.Add(localID);
4413 }
4414 }
4415 //add the items that started colliding this time to the last colliders list.
4416 foreach (uint localID in startedColliders)
4417 {
4418 m_lastColliders.Add(localID);
4419 }
4420 // remove things that ended colliding from the last colliders list
4421 foreach (uint localID in endedColliders)
4422 {
4423 m_lastColliders.Remove(localID);
4424 }
4425
4426 if (soundinfolist.Count > 0)
4427 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4428 }
4429
4430 foreach (SceneObjectGroup att in GetAttachments())
4431 {
4432 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4433 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4434 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4435
4436 if (startedColliders.Contains(0))
4437 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4438 if (m_lastColliders.Contains(0))
4439 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4440 if (endedColliders.Contains(0))
4441 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4442 }
4443 }
4444 finally
4445 {
4446 m_collisionEventFlag = false;
4447 }
4448 }
4449
4036 private void TeleportFlagsDebug() { 4450 private void TeleportFlagsDebug() {
4037 4451
4038 // Some temporary debugging help to show all the TeleportFlags we have... 4452 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4057,6 +4471,5 @@ namespace OpenSim.Region.Framework.Scenes
4057 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4471 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4058 4472
4059 } 4473 }
4060
4061 } 4474 }
4062} 4475}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..2372d6b 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,48 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
627
628 if (vehicle == null)
629 {
630 obj.VehicleParams = null;
631 m_log.DebugFormat(
632 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
633 obj.Name, obj.UUID);
634 }
635 else
636 {
637 obj.VehicleParams = vehicle;
638 }
639 }
640
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 641 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 642 {
580 List<string> errorNodeNames; 643 List<string> errorNodeNames;
@@ -739,6 +802,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 802 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 803 }
741 804
805 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
808 }
809
810 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
811 {
812 obj.Force = Util.ReadVector(reader, "Force");
813 }
814 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.Torque = Util.ReadVector(reader, "Torque");
817 }
818
819 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
820 {
821 obj.VolumeDetectActive = Util.ReadBoolean(reader);
822 }
823
742 #endregion 824 #endregion
743 825
744 #region TaskInventoryXmlProcessors 826 #region TaskInventoryXmlProcessors
@@ -1126,6 +1208,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1208 });
1127 1209
1128 writer.WriteEndElement(); 1210 writer.WriteEndElement();
1211
1212 if (sog.RootPart.KeyframeMotion != null)
1213 {
1214 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1215
1216 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1217 writer.WriteBase64(data, 0, data.Length);
1218 writer.WriteEndElement();
1219 }
1220
1129 writer.WriteEndElement(); 1221 writer.WriteEndElement();
1130 } 1222 }
1131 1223
@@ -1225,6 +1317,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1317 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1318 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1319
1320 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1321
1322 WriteVector(writer, "Force", sop.Force);
1323 WriteVector(writer, "Torque", sop.Torque);
1324
1325 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1326
1327 if (sop.VehicleParams != null)
1328 sop.VehicleParams.ToXml2(writer);
1329
1330 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1331 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1332 if (sop.Density != 1000.0f)
1333 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1334 if (sop.Friction != 0.6f)
1335 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1336 if (sop.Bounciness != 0.5f)
1337 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1338 if (sop.GravityModifier != 1.0f)
1339 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1340
1228 writer.WriteEndElement(); 1341 writer.WriteEndElement();
1229 } 1342 }
1230 1343
@@ -1449,12 +1562,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1562 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1563 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1564
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1565 reader.ReadStartElement(name, String.Empty);
1459 1566
1460 while (reader.Name == "TaskInventoryItem") 1567 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 742d42a..d6ff5a2 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 // saved last reported value so there is something available for llGetRegionFPS 165 // saved last reported value so there is something available for llGetRegionFPS
166 private float lastReportedSimFPS; 166 private float lastReportedSimFPS;
167 private float[] lastReportedSimStats = new float[22]; 167 private float[] lastReportedSimStats = new float[23];
168 private float m_pfps; 168 private float m_pfps;
169 169
170 /// <summary> 170 /// <summary>
@@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
178 private int m_objectUpdates; 178 private int m_objectUpdates;
179 179
180 private int m_frameMS; 180 private int m_frameMS;
181 private int m_spareMS; 181
182 private int m_netMS; 182 private int m_netMS;
183 private int m_agentMS; 183 private int m_agentMS;
184 private int m_physicsMS; 184 private int m_physicsMS;
185 private int m_imageMS; 185 private int m_imageMS;
186 private int m_otherMS; 186 private int m_otherMS;
187 private int m_sleeptimeMS;
187 188
188//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 189//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
189//Ckrinke private int m_scriptMS = 0; 190//Ckrinke private int m_scriptMS = 0;
@@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
260 261
261 private void statsHeartBeat(object sender, EventArgs e) 262 private void statsHeartBeat(object sender, EventArgs e)
262 { 263 {
263 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 264 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
264 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 265 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
265 266
266 // Know what's not thread safe in Mono... modifying timers. 267 // Know what's not thread safe in Mono... modifying timers.
@@ -298,6 +299,35 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 299 physfps = 0;
299 300
300#endregion 301#endregion
302 float factor = 1 / m_statsUpdateFactor;
303
304 if (reportedFPS <= 0)
305 reportedFPS = 1;
306
307 float perframe = 1.0f / (float)reportedFPS;
308
309 float TotalFrameTime = m_frameMS * perframe;
310
311 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
312
313 float sparetime;
314 float sleeptime;
315
316 if (TotalFrameTime > targetframetime)
317 {
318 sparetime = 0;
319 sleeptime = 0;
320 }
321 else
322 {
323 sparetime = m_frameMS - m_physicsMS - m_agentMS;
324 sparetime *= perframe;
325 if (sparetime < 0)
326 sparetime = 0;
327 else if (sparetime > TotalFrameTime)
328 sparetime = TotalFrameTime;
329 sleeptime = m_sleeptimeMS * perframe;
330 }
301 331
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 332 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 333 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,25 +339,15 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 339 // so that stat numbers are always consistent.
310 CheckStatSanity(); 340 CheckStatSanity();
311 341
312 //Our time dilation is 0.91 when we're running a full speed, 342 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 343 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 344 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
318 345
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 346 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
320 // values to X-per-second values. 347 if (m_otherMS < 0)
348 m_otherMS = 0;
321 349
322 uint thisFrame = m_scene.Frame; 350 for (int i = 0; i < 23; i++)
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
324 m_lastUpdateFrame = thisFrame;
325
326 // Avoid div-by-zero if somehow we've not updated any frames.
327 if (framesUpdated == 0)
328 framesUpdated = 1;
329
330 for (int i = 0; i < 22; i++)
331 { 351 {
332 sb[i] = new SimStatsPacket.StatBlock(); 352 sb[i] = new SimStatsPacket.StatBlock();
333 } 353 }
@@ -357,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
357 sb[7].StatValue = m_activePrim; 377 sb[7].StatValue = m_activePrim;
358 378
359 sb[8].StatID = (uint)Stats.FrameMS; 379 sb[8].StatID = (uint)Stats.FrameMS;
360 sb[8].StatValue = m_frameMS / framesUpdated; 380 sb[8].StatValue = TotalFrameTime;
361 381
362 sb[9].StatID = (uint)Stats.NetMS; 382 sb[9].StatID = (uint)Stats.NetMS;
363 sb[9].StatValue = m_netMS / framesUpdated; 383 sb[9].StatValue = m_netMS * perframe;
364 384
365 sb[10].StatID = (uint)Stats.PhysicsMS; 385 sb[10].StatID = (uint)Stats.PhysicsMS;
366 sb[10].StatValue = m_physicsMS / framesUpdated; 386 sb[10].StatValue = m_physicsMS * perframe;
367 387
368 sb[11].StatID = (uint)Stats.ImageMS ; 388 sb[11].StatID = (uint)Stats.ImageMS ;
369 sb[11].StatValue = m_imageMS / framesUpdated; 389 sb[11].StatValue = m_imageMS * perframe;
370 390
371 sb[12].StatID = (uint)Stats.OtherMS; 391 sb[12].StatID = (uint)Stats.OtherMS;
372 sb[12].StatValue = m_otherMS / framesUpdated; 392 sb[12].StatValue = m_otherMS * perframe;
373 393
374 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 394 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
375 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 395 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -381,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
381 sb[15].StatValue = m_unAckedBytes; 401 sb[15].StatValue = m_unAckedBytes;
382 402
383 sb[16].StatID = (uint)Stats.AgentMS; 403 sb[16].StatID = (uint)Stats.AgentMS;
384 sb[16].StatValue = m_agentMS / framesUpdated; 404 sb[16].StatValue = m_agentMS * perframe;
385 405
386 sb[17].StatID = (uint)Stats.PendingDownloads; 406 sb[17].StatID = (uint)Stats.PendingDownloads;
387 sb[17].StatValue = m_pendingDownloads; 407 sb[17].StatValue = m_pendingDownloads;
@@ -396,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
396 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 416 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
397 417
398 sb[21].StatID = (uint)Stats.SimSpareMs; 418 sb[21].StatID = (uint)Stats.SimSpareMs;
399 sb[21].StatValue = m_spareMS / framesUpdated; 419 sb[21].StatValue = sparetime;
420
421 sb[22].StatID = (uint)Stats.SimSleepMs;
422 sb[22].StatValue = sleeptime;
400 423
401 for (int i = 0; i < 22; i++) 424 for (int i = 0; i < 22; i++)
402 { 425 {
@@ -429,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
429 // Need to change things so that stats source can indicate whether they are per second or 452 // Need to change things so that stats source can indicate whether they are per second or
430 // per frame. 453 // per frame.
431 if (tuple.Key.EndsWith("MS")) 454 if (tuple.Key.EndsWith("MS"))
432 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 455 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
433 else 456 else
434 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 457 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
435 } 458 }
436 } 459 }
437 } 460 }
438 461
462// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
439 ResetValues(); 463 ResetValues();
440 } 464 }
441 } 465 }
@@ -458,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
458 m_physicsMS = 0; 482 m_physicsMS = 0;
459 m_imageMS = 0; 483 m_imageMS = 0;
460 m_otherMS = 0; 484 m_otherMS = 0;
461 m_spareMS = 0; 485// m_spareMS = 0;
486 m_sleeptimeMS = 0;
462 487
463//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 488//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
464//Ckrinke m_scriptMS = 0; 489//Ckrinke m_scriptMS = 0;
@@ -537,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
537 m_frameMS += ms; 562 m_frameMS += ms;
538 } 563 }
539 564
540 public void AddSpareMS(int ms)
541 {
542 m_spareMS += ms;
543 }
544
545 public void addNetMS(int ms) 565 public void addNetMS(int ms)
546 { 566 {
547 m_netMS += ms; 567 m_netMS += ms;
@@ -567,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
567 m_otherMS += ms; 587 m_otherMS += ms;
568 } 588 }
569 589
590 public void addSleepMS(int ms)
591 {
592 m_sleeptimeMS += ms;
593 }
594
570 public void AddPendingDownloads(int count) 595 public void AddPendingDownloads(int count)
571 { 596 {
572 m_pendingDownloads += count; 597 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 5043208..17a210b 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -669,6 +669,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
669 public event ObjectDrop OnObjectDrop; 669 public event ObjectDrop OnObjectDrop;
670 public event StartAnim OnStartAnim; 670 public event StartAnim OnStartAnim;
671 public event StopAnim OnStopAnim; 671 public event StopAnim OnStopAnim;
672 public event ChangeAnim OnChangeAnim;
672 public event LinkObjects OnLinkObjects; 673 public event LinkObjects OnLinkObjects;
673 public event DelinkObjects OnDelinkObjects; 674 public event DelinkObjects OnDelinkObjects;
674 public event RequestMapBlocks OnRequestMapBlocks; 675 public event RequestMapBlocks OnRequestMapBlocks;
@@ -714,6 +715,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 716 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 717 public event UpdatePrimTexture OnUpdatePrimTexture;
718 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 719 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 720 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 721 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +820,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 820 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 821 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 822 public event DirFindQuery OnDirFindQuery;
823 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 824 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 825 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 826 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +837,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 837 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 838 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 839 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 840 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 841 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 842 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 843 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +867,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 867 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 868 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 869 public event SendPostcard OnSendPostcard;
870 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 871 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 872 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 873 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
@@ -1671,5 +1680,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1671 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1680 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1672 { 1681 {
1673 } 1682 }
1683
1684 public void SendPartPhysicsProprieties(ISceneEntity entity)
1685 {
1686 }
1687
1674 } 1688 }
1675} 1689}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 7fafdc6..7b20446 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74..396d4c5 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -738,7 +738,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
738 return channelUri; 738 return channelUri;
739 } 739 }
740 740
741 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 741
742 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
742 743
743 /// <summary> 744 /// <summary>
744 /// Perform administrative login for Vivox. 745 /// Perform administrative login for Vivox.
@@ -750,7 +751,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
750 return VivoxCall(requrl, false); 751 return VivoxCall(requrl, false);
751 } 752 }
752 753
753 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 754 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
754 755
755 /// <summary> 756 /// <summary>
756 /// Perform administrative logout for Vivox. 757 /// Perform administrative logout for Vivox.
@@ -761,7 +762,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
761 return VivoxCall(requrl, false); 762 return VivoxCall(requrl, false);
762 } 763 }
763 764
764 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 765
766 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
765 767
766 /// <summary> 768 /// <summary>
767 /// Retrieve account information for the specified user. 769 /// Retrieve account information for the specified user.
@@ -773,7 +775,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
773 return VivoxCall(requrl, true); 775 return VivoxCall(requrl, true);
774 } 776 }
775 777
776 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 778
779 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
777 780
778 /// <summary> 781 /// <summary>
779 /// Creates a new account. 782 /// Creates a new account.
@@ -787,7 +790,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 return VivoxCall(requrl, true); 790 return VivoxCall(requrl, true);
788 } 791 }
789 792
790 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 793
794 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
791 795
792 /// <summary> 796 /// <summary>
793 /// Change the user's password. 797 /// Change the user's password.
@@ -798,7 +802,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
798 return VivoxCall(requrl, true); 802 return VivoxCall(requrl, true);
799 } 803 }
800 804
801 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 805
806 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
802 807
803 /// <summary> 808 /// <summary>
804 /// Create a channel. 809 /// Create a channel.
@@ -870,7 +875,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
870 return false; 875 return false;
871 } 876 }
872 877
873 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 878 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
874 879
875 /// <summary> 880 /// <summary>
876 /// Retrieve a channel. 881 /// Retrieve a channel.
@@ -1013,7 +1018,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1013 return false; 1018 return false;
1014 } 1019 }
1015 1020
1016 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1021 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1017 1022
1018 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1023 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1019 // { 1024 // {
@@ -1025,7 +1030,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1025 // return VivoxCall(requrl, true); 1030 // return VivoxCall(requrl, true);
1026 // } 1031 // }
1027 1032
1028 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1033 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1029 1034
1030 /// <summary> 1035 /// <summary>
1031 /// Delete a channel. 1036 /// Delete a channel.
@@ -1038,6 +1043,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1038 /// are required in a later phase. 1043 /// are required in a later phase.
1039 /// In this case the call handles parent and description as optional values. 1044 /// In this case the call handles parent and description as optional values.
1040 /// </summary> 1045 /// </summary>
1046
1041 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1047 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1042 { 1048 {
1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1049 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1048,11 +1054,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1048 return VivoxCall(requrl, true); 1054 return VivoxCall(requrl, true);
1049 } 1055 }
1050 1056
1051 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1057 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1052 1058
1053 /// <summary> 1059 /// <summary>
1054 /// Return information on channels in the given directory 1060 /// Return information on channels in the given directory
1055 /// </summary> 1061 /// </summary>
1062
1056 private XmlElement VivoxListChildren(string channelid) 1063 private XmlElement VivoxListChildren(string channelid)
1057 { 1064 {
1058 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1065 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1314,4 +1321,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1314 return false; 1321 return false;
1315 } 1322 }
1316 } 1323 }
1317} \ No newline at end of file 1324}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 67989ba..97db7e1 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -221,7 +221,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
221#pragma warning disable 67 221#pragma warning disable 67
222 public event Action<IClientAPI> OnLogout; 222 public event Action<IClientAPI> OnLogout;
223 public event ObjectPermissions OnObjectPermissions; 223 public event ObjectPermissions OnObjectPermissions;
224 224 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
225 public event MoneyTransferRequest OnMoneyTransferRequest; 225 public event MoneyTransferRequest OnMoneyTransferRequest;
226 public event ParcelBuy OnParcelBuy; 226 public event ParcelBuy OnParcelBuy;
227 public event Action<IClientAPI> OnConnectionClosed; 227 public event Action<IClientAPI> OnConnectionClosed;
@@ -241,6 +241,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
241 public event ObjectDrop OnObjectDrop; 241 public event ObjectDrop OnObjectDrop;
242 public event StartAnim OnStartAnim; 242 public event StartAnim OnStartAnim;
243 public event StopAnim OnStopAnim; 243 public event StopAnim OnStopAnim;
244 public event ChangeAnim OnChangeAnim;
244 public event LinkObjects OnLinkObjects; 245 public event LinkObjects OnLinkObjects;
245 public event DelinkObjects OnDelinkObjects; 246 public event DelinkObjects OnDelinkObjects;
246 public event RequestMapBlocks OnRequestMapBlocks; 247 public event RequestMapBlocks OnRequestMapBlocks;
@@ -290,6 +291,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
290 public event UpdatePrimTexture OnUpdatePrimTexture; 291 public event UpdatePrimTexture OnUpdatePrimTexture;
291 public event UpdateVector OnUpdatePrimGroupPosition; 292 public event UpdateVector OnUpdatePrimGroupPosition;
292 public event UpdateVector OnUpdatePrimSinglePosition; 293 public event UpdateVector OnUpdatePrimSinglePosition;
294 public event ClientChangeObject onClientChangeObject;
293 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 295 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
294 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 296 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
295 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 297 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -427,7 +429,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
427 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 429 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
428 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 430 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
429 public event ClassifiedDelete OnClassifiedDelete; 431 public event ClassifiedDelete OnClassifiedDelete;
430 public event ClassifiedDelete OnClassifiedGodDelete; 432 public event ClassifiedGodDelete OnClassifiedGodDelete;
431 433
432 public event EventNotificationAddRequest OnEventNotificationAddRequest; 434 public event EventNotificationAddRequest OnEventNotificationAddRequest;
433 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 435 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -466,6 +468,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
466 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 468 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
467 public event SimWideDeletesDelegate OnSimWideDeletes; 469 public event SimWideDeletesDelegate OnSimWideDeletes;
468 public event SendPostcard OnSendPostcard; 470 public event SendPostcard OnSendPostcard;
471 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
469 public event MuteListEntryUpdate OnUpdateMuteListEntry; 472 public event MuteListEntryUpdate OnUpdateMuteListEntry;
470 public event MuteListEntryRemove OnRemoveMuteListEntry; 473 public event MuteListEntryRemove OnRemoveMuteListEntry;
471 public event GodlikeMessage onGodlikeMessage; 474 public event GodlikeMessage onGodlikeMessage;
@@ -493,6 +496,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
493 public virtual UUID AgentId 496 public virtual UUID AgentId
494 { 497 {
495 get { return m_uuid; } 498 get { return m_uuid; }
499 set { m_uuid = value; }
496 } 500 }
497 501
498 public UUID SessionId 502 public UUID SessionId
@@ -901,8 +905,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
901 905
902 public void Close() 906 public void Close()
903 { 907 {
904 // Remove ourselves from the scene 908 Close(true);
905 m_scene.RemoveClient(AgentId, false); 909 }
910
911 public void Close(bool sendStop)
912 {
906 } 913 }
907 914
908 public void Start() 915 public void Start()
@@ -1227,5 +1234,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1227 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1234 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1228 { 1235 {
1229 } 1236 }
1237
1238 public void SendPartPhysicsProprieties(ISceneEntity entity)
1239 {
1240 }
1241
1230 } 1242 }
1231} 1243}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 1e85fb4..b37aba3 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); 157 {
161 158 sp.CompleteMovement(npcAvatar, false);
162 return npcAvatar.AgentId; 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 } 160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
164 else 161 }
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 162 }
169 } 163 ev.Set();
164 });
165
166 ev.WaitOne();
167
168// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
169
170 return npcAvatar.AgentId;
170 } 171 }
171 172
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running) 173 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
@@ -366,9 +367,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
366 { 367 {
367 NPCAvatar av; 368 NPCAvatar av;
368 if (m_avatars.TryGetValue(npcID, out av)) 369 if (m_avatars.TryGetValue(npcID, out av))
370 {
371 if (npcID == callerID)
372 return true;
369 return CheckPermissions(av, callerID); 373 return CheckPermissions(av, callerID);
374 }
370 else 375 else
376 {
371 return false; 377 return false;
378 }
372 } 379 }
373 } 380 }
374 381
@@ -380,7 +387,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 /// <returns>true if they do, false if they don't.</returns> 387 /// <returns>true if they do, false if they don't.</returns>
381 private bool CheckPermissions(NPCAvatar av, UUID callerID) 388 private bool CheckPermissions(NPCAvatar av, UUID callerID)
382 { 389 {
383 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 390 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
384 } 391 }
385 } 392 }
386} 393}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5b743e8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1414
1415 if (prim_geom != IntPtr.Zero)
1416 {
1417 if (m_NoColide)
1418 {
1419 d.GeomSetCategoryBits(prim_geom, 0);
1420 d.GeomSetCollideBits(prim_geom, 0);
1421 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3798 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..c32cf38 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 66 void releasePinned();
66 void Append(IMesh newMesh); 67 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 68 void TransformLinear(float[,] matrix, float[] offset);
69 Vector3 GetCentroid();
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..a2c72c3 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.Physics.Manager
43 Unknown = 0, 43 Unknown = 0,
44 Agent = 1, 44 Agent = 1,
45 Prim = 2, 45 Prim = 2,
46 Ground = 3 46 Ground = 3,
47 Water = 4
47 } 48 }
48 49
49 public enum PIDHoverType 50 public enum PIDHoverType
@@ -59,15 +60,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 60 public Vector3 Position;
60 public Vector3 SurfaceNormal; 61 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 62 public float PenetrationDepth;
63 public float RelativeSpeed;
62 64
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 65 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 66 {
65 Position = position; 67 Position = position;
66 SurfaceNormal = surfaceNormal; 68 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 69 PenetrationDepth = penetrationDepth;
70 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 71 }
69 } 72 }
70 73
74 public struct ContactData
75 {
76 public float mu;
77 public float bounce;
78 public bool softcolide;
79
80 public ContactData(float _mu, float _bounce, bool _softcolide)
81 {
82 mu = _mu;
83 bounce = _bounce;
84 softcolide = _softcolide;
85 }
86 }
71 /// <summary> 87 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 88 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 89 /// </summary>
@@ -99,7 +115,7 @@ namespace OpenSim.Region.Physics.Manager
99 m_objCollisionList.Add(localID, contact); 115 m_objCollisionList.Add(localID, contact);
100 } 116 }
101 else 117 else
102 { 118 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 119 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 120 m_objCollisionList[localID] = contact;
105 } 121 }
@@ -135,6 +151,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 151 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 152 public event CollisionUpdate OnCollisionUpdate;
137 153
154 public virtual void SetVehicle(object vdata) { }
155
138 public event OutOfBounds OnOutOfBounds; 156 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 157#pragma warning restore 67
140 158
@@ -142,11 +160,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 160 {
143 get { return new NullPhysicsActor(); } 161 get { return new NullPhysicsActor(); }
144 } 162 }
163
164 public virtual bool Building { get; set; }
165
166 public virtual void getContactData(ref ContactData cdata)
167 {
168 cdata.mu = 0;
169 cdata.bounce = 0;
170 }
145 171
146 public abstract bool Stopped { get; } 172 public abstract bool Stopped { get; }
147 173
148 public abstract Vector3 Size { get; set; } 174 public abstract Vector3 Size { get; set; }
149 175
176 public virtual bool Phantom { get; set; }
177
178 public virtual bool IsVolumeDtc
179 {
180 get { return false; }
181 set { return; }
182 }
183
184 public virtual byte PhysicsShapeType { get; set; }
185
150 public abstract PrimitiveBaseShape Shape { set; } 186 public abstract PrimitiveBaseShape Shape { set; }
151 187
152 uint m_baseLocalID; 188 uint m_baseLocalID;
@@ -167,7 +203,7 @@ namespace OpenSim.Region.Physics.Manager
167 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 203 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
168 /// water. This is not a problem due to the formatting of names given by prims and avatars. 204 /// water. This is not a problem due to the formatting of names given by prims and avatars.
169 /// </remarks> 205 /// </remarks>
170 public string Name { get; protected set; } 206 public string Name { get; set; }
171 207
172 /// <summary> 208 /// <summary>
173 /// This is being used by ODE joint code. 209 /// This is being used by ODE joint code.
@@ -218,9 +254,11 @@ namespace OpenSim.Region.Physics.Manager
218 handler(e); 254 handler(e);
219 } 255 }
220 256
221 public virtual void SetMaterial (int material) 257 public virtual void SetMaterial (int material) { }
222 { 258 public virtual float Density { get; set; }
223 } 259 public virtual float GravModifier { get; set; }
260 public virtual float Friction { get; set; }
261 public virtual float Bounce { get; set; }
224 262
225 /// <summary> 263 /// <summary>
226 /// Position of this actor. 264 /// Position of this actor.
@@ -249,6 +287,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 287 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 288 public abstract Vector3 CenterOfMass { get; }
251 289
290 public virtual Vector3 OOBsize
291 {
292 get
293 {
294 Vector3 s=Size;
295 s.X *=0.5f;
296 s.Y *=0.5f;
297 s.Z *=0.5f;
298 return s;
299 }
300 }
301
302 public virtual Vector3 OOBoffset
303 {
304 get
305 {
306 return Vector3.Zero;
307 }
308 }
309
310 public virtual float OOBRadiusSQ
311 {
312 get
313 {
314 return Size.LengthSquared() * 0.25f; // ((0.5^2)
315 }
316 }
317
252 /// <summary> 318 /// <summary>
253 /// Velocity of this actor. 319 /// Velocity of this actor.
254 /// </summary> 320 /// </summary>
@@ -300,13 +366,21 @@ namespace OpenSim.Region.Physics.Manager
300 public abstract void SubscribeEvents(int ms); 366 public abstract void SubscribeEvents(int ms);
301 public abstract void UnSubscribeEvents(); 367 public abstract void UnSubscribeEvents();
302 public abstract bool SubscribedEvents(); 368 public abstract bool SubscribedEvents();
369
370 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
371
372 // Warning in a parent part it returns itself, not null
373 public virtual PhysicsActor ParentActor { get { return this; } }
374
303 } 375 }
304 376
305 public class NullPhysicsActor : PhysicsActor 377 public class NullPhysicsActor : PhysicsActor
306 { 378 {
379 private ActorTypes m_actorType = ActorTypes.Unknown;
380
307 public override bool Stopped 381 public override bool Stopped
308 { 382 {
309 get{ return false; } 383 get{ return true; }
310 } 384 }
311 385
312 public override Vector3 Position 386 public override Vector3 Position
@@ -323,6 +397,7 @@ namespace OpenSim.Region.Physics.Manager
323 397
324 public override uint LocalID 398 public override uint LocalID
325 { 399 {
400 get { return 0; }
326 set { return; } 401 set { return; }
327 } 402 }
328 403
@@ -382,50 +457,17 @@ namespace OpenSim.Region.Physics.Manager
382 set { return; } 457 set { return; }
383 } 458 }
384 459
385 public override void VehicleFloatParam(int param, float value) 460 public override void VehicleFloatParam(int param, float value) {}
386 { 461 public override void VehicleVectorParam(int param, Vector3 value) { }
387 462 public override void VehicleRotationParam(int param, Quaternion rotation) { }
388 } 463 public override void VehicleFlags(int param, bool remove) { }
389 464 public override void SetVolumeDetect(int param) {}
390 public override void VehicleVectorParam(int param, Vector3 value) 465 public override void SetMaterial(int material) {}
391 { 466 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
392
393 }
394
395 public override void VehicleRotationParam(int param, Quaternion rotation)
396 {
397
398 }
399
400 public override void VehicleFlags(int param, bool remove)
401 {
402
403 }
404
405 public override void SetVolumeDetect(int param)
406 {
407
408 }
409
410 public override void SetMaterial(int material)
411 {
412
413 }
414
415 public override Vector3 CenterOfMass
416 {
417 get { return Vector3.Zero; }
418 }
419 467
420 public override Vector3 GeometricCenter 468 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
421 {
422 get { return Vector3.Zero; }
423 }
424 469
425 public override PrimitiveBaseShape Shape 470 public override PrimitiveBaseShape Shape { set { return; }}
426 {
427 set { return; }
428 }
429 471
430 public override Vector3 Velocity 472 public override Vector3 Velocity
431 { 473 {
@@ -445,9 +487,7 @@ namespace OpenSim.Region.Physics.Manager
445 set { } 487 set { }
446 } 488 }
447 489
448 public override void CrossingFailure() 490 public override void CrossingFailure() {}
449 {
450 }
451 491
452 public override Quaternion Orientation 492 public override Quaternion Orientation
453 { 493 {
@@ -487,8 +527,20 @@ namespace OpenSim.Region.Physics.Manager
487 527
488 public override int PhysicsActorType 528 public override int PhysicsActorType
489 { 529 {
490 get { return (int) ActorTypes.Unknown; } 530 get { return (int)m_actorType; }
491 set { return; } 531 set {
532 ActorTypes type = (ActorTypes)value;
533 switch (type)
534 {
535 case ActorTypes.Ground:
536 case ActorTypes.Water:
537 m_actorType = type;
538 break;
539 default:
540 m_actorType = ActorTypes.Unknown;
541 break;
542 }
543 }
492 } 544 }
493 545
494 public override bool Kinematic 546 public override bool Kinematic
@@ -497,26 +549,11 @@ namespace OpenSim.Region.Physics.Manager
497 set { return; } 549 set { return; }
498 } 550 }
499 551
500 public override void link(PhysicsActor obj) 552 public override void link(PhysicsActor obj) { }
501 { 553 public override void delink() { }
502 } 554 public override void LockAngularMotion(Vector3 axis) { }
503 555 public override void AddForce(Vector3 force, bool pushforce) { }
504 public override void delink() 556 public override void AddAngularForce(Vector3 force, bool pushforce) { }
505 {
506 }
507
508 public override void LockAngularMotion(Vector3 axis)
509 {
510 }
511
512 public override void AddForce(Vector3 force, bool pushforce)
513 {
514 }
515
516 public override void AddAngularForce(Vector3 force, bool pushforce)
517 {
518
519 }
520 557
521 public override Vector3 RotationalVelocity 558 public override Vector3 RotationalVelocity
522 { 559 {
@@ -538,21 +575,10 @@ namespace OpenSim.Region.Physics.Manager
538 public override float APIDStrength { set { return; } } 575 public override float APIDStrength { set { return; } }
539 public override float APIDDamping { set { return; } } 576 public override float APIDDamping { set { return; } }
540 577
541 public override void SetMomentum(Vector3 momentum) 578 public override void SetMomentum(Vector3 momentum) { }
542 {
543 }
544
545 public override void SubscribeEvents(int ms)
546 {
547 579
548 } 580 public override void SubscribeEvents(int ms) { }
549 public override void UnSubscribeEvents() 581 public override void UnSubscribeEvents() { }
550 { 582 public override bool SubscribedEvents() { return false; }
551
552 }
553 public override bool SubscribedEvents()
554 {
555 return false;
556 }
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index b32cd30..cfede55 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 /// <summary> 74 /// <summary>
47 /// Contact result from a raycast. 75 /// Contact result from a raycast.
48 /// </summary> 76 /// </summary>
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager
54 public Vector3 Normal; 82 public Vector3 Normal;
55 } 83 }
56 84
85
86
57 public abstract class PhysicsScene 87 public abstract class PhysicsScene
58 { 88 {
59// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 89// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -125,6 +155,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 155 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 156 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 157
158 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
159 uint localid, byte[] sdata)
160 {
161 return null;
162 }
163
164 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
165 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
166 {
167 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
168 }
169
170
171 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
172 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
173 {
174 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
175 }
176
128 public virtual float TimeDilation 177 public virtual float TimeDilation
129 { 178 {
130 get { return 1.0f; } 179 get { return 1.0f; }
@@ -236,7 +285,7 @@ namespace OpenSim.Region.Physics.Manager
236 } 285 }
237 286
238 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 287 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
239 288 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
240 public virtual void UnCombine(PhysicsScene pScene) {} 289 public virtual void UnCombine(PhysicsScene pScene) {}
241 290
242 /// <summary> 291 /// <summary>
@@ -274,5 +323,23 @@ namespace OpenSim.Region.Physics.Manager
274 { 323 {
275 return new List<ContactResult>(); 324 return new List<ContactResult>();
276 } 325 }
326
327 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
328 {
329 return null;
330 }
331
332 public virtual bool SuportsRaycastWorldFiltered()
333 {
334 return false;
335 }
336
337 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
338 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
339 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
340 {
341 return new List<ContactResult>();
342 }
343
277 } 344 }
278} 345}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0716214..a41c856 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -601,8 +601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
601 break; 601 break;
602 602
603 case HollowShape.Circle: 603 case HollowShape.Circle:
604 // Hollow shape is a perfect cyllinder in respect to the cube's scale 604 // Hollow shape is a perfect cylinder in respect to the cube's scale
605 // Cyllinder hollow volume calculation 605 // Cylinder hollow volume calculation
606 606
607 hollowVolume *= 0.1963495f * 3.07920140172638f; 607 hollowVolume *= 0.1963495f * 3.07920140172638f;
608 break; 608 break;
@@ -2827,7 +2827,7 @@ Console.WriteLine(" JointCreateFixed");
2827 } 2827 }
2828 public override bool PIDActive { set { m_usePID = value; } } 2828 public override bool PIDActive { set { m_usePID = value; } }
2829 public override float PIDTau { set { m_PIDTau = value; } } 2829 public override float PIDTau { set { m_PIDTau = value; } }
2830 2830
2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..c363310
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1477 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 private uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 private bool m_freemove = false;
107 // private CollisionLocker ode;
108
109// private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 public int m_eventsubscription = 0;
132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
135
136 // unique UUID of this character object
137 public UUID m_uuid;
138 public bool bad = false;
139
140 float mu;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 // force lower density for testing
173 m_density = 3.0f;
174
175
176 mu = parent_scene.AvatarFriction;
177
178 walkDivisor = walk_divisor;
179 runDivisor = rundivisor;
180
181 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
182 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
183
184 m_isPhysical = false; // current status: no ODE information exists
185
186 Name = avName;
187
188 AddChange(changes.Add, null);
189 }
190
191 public override int PhysicsActorType
192 {
193 get { return (int)ActorTypes.Agent; }
194 set { return; }
195 }
196
197 public override void getContactData(ref ContactData cdata)
198 {
199 cdata.mu = mu;
200 cdata.bounce = 0;
201 cdata.softcolide = false;
202 }
203
204 public override bool Building { get; set; }
205
206 /// <summary>
207 /// If this is set, the avatar will move faster
208 /// </summary>
209 public override bool SetAlwaysRun
210 {
211 get { return m_alwaysRun; }
212 set { m_alwaysRun = value; }
213 }
214
215 public override uint LocalID
216 {
217 get { return m_localID; }
218 set { m_localID = value; }
219 }
220
221 public override PhysicsActor ParentActor
222 {
223 get { return (PhysicsActor)this; }
224 }
225
226 public override bool Grabbed
227 {
228 set { return; }
229 }
230
231 public override bool Selected
232 {
233 set { return; }
234 }
235
236 public override float Buoyancy
237 {
238 get { return m_buoyancy; }
239 set { m_buoyancy = value; }
240 }
241
242 public override bool FloatOnWater
243 {
244 set { return; }
245 }
246
247 public override bool IsPhysical
248 {
249 get { return m_isPhysical; }
250 set { return; }
251 }
252
253 public override bool ThrottleUpdates
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool Flying
260 {
261 get { return flying; }
262 set
263 {
264 flying = value;
265 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
266 }
267 }
268
269 /// <summary>
270 /// Returns if the avatar is colliding in general.
271 /// This includes the ground and objects and avatar.
272 /// </summary>
273 public override bool IsColliding
274 {
275 get { return (m_iscolliding || m_iscollidingGround); }
276 set
277 {
278 if (value)
279 {
280 m_colliderfilter += 2;
281 if (m_colliderfilter > 2)
282 m_colliderfilter = 2;
283 }
284 else
285 {
286 m_colliderfilter--;
287 if (m_colliderfilter < 0)
288 m_colliderfilter = 0;
289 }
290
291 if (m_colliderfilter == 0)
292 m_iscolliding = false;
293 else
294 {
295 m_pidControllerActive = true;
296 m_iscolliding = true;
297 }
298 }
299 }
300
301 /// <summary>
302 /// Returns if an avatar is colliding with the ground
303 /// </summary>
304 public override bool CollidingGround
305 {
306 get { return m_iscollidingGround; }
307 set
308 {
309 /* we now control this
310 if (value)
311 {
312 m_colliderGroundfilter += 2;
313 if (m_colliderGroundfilter > 2)
314 m_colliderGroundfilter = 2;
315 }
316 else
317 {
318 m_colliderGroundfilter--;
319 if (m_colliderGroundfilter < 0)
320 m_colliderGroundfilter = 0;
321 }
322
323 if (m_colliderGroundfilter == 0)
324 m_iscollidingGround = false;
325 else
326 m_iscollidingGround = true;
327 */
328 }
329
330 }
331
332 /// <summary>
333 /// Returns if the avatar is colliding with an object
334 /// </summary>
335 public override bool CollidingObj
336 {
337 get { return m_iscollidingObj; }
338 set
339 {
340 // Ubit filter this also
341 if (value)
342 {
343 m_colliderObjectfilter += 2;
344 if (m_colliderObjectfilter > 2)
345 m_colliderObjectfilter = 2;
346 }
347 else
348 {
349 m_colliderObjectfilter--;
350 if (m_colliderObjectfilter < 0)
351 m_colliderObjectfilter = 0;
352 }
353
354 if (m_colliderObjectfilter == 0)
355 m_iscollidingObj = false;
356 else
357 m_iscollidingObj = true;
358
359 // m_iscollidingObj = value;
360
361 if (m_iscollidingObj)
362 m_pidControllerActive = false;
363 else
364 m_pidControllerActive = true;
365 }
366 }
367
368 /// <summary>
369 /// turn the PID controller on or off.
370 /// The PID Controller will turn on all by itself in many situations
371 /// </summary>
372 /// <param name="status"></param>
373 public void SetPidStatus(bool status)
374 {
375 m_pidControllerActive = status;
376 }
377
378 public override bool Stopped
379 {
380 get { return _zeroFlag; }
381 }
382
383 /// <summary>
384 /// This 'puts' an avatar somewhere in the physics space.
385 /// Not really a good choice unless you 'know' it's a good
386 /// spot otherwise you're likely to orbit the avatar.
387 /// </summary>
388 public override Vector3 Position
389 {
390 get { return _position; }
391 set
392 {
393 if (value.IsFinite())
394 {
395 if (value.Z > 9999999f)
396 {
397 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
398 }
399 if (value.Z < -100f)
400 {
401 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
402 }
403 AddChange(changes.Position, value);
404 }
405 else
406 {
407 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
408 }
409 }
410 }
411
412 public override Vector3 RotationalVelocity
413 {
414 get { return m_rotationalVelocity; }
415 set { m_rotationalVelocity = value; }
416 }
417
418 /// <summary>
419 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
420 /// and use it to offset landings properly
421 /// </summary>
422 public override Vector3 Size
423 {
424 get {
425 float d = CAPSULE_RADIUS * 2;
426 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
427 set
428 {
429 if (value.IsFinite())
430 {
431 AddChange(changes.Size, value);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
436 }
437 }
438 }
439
440 /// <summary>
441 /// This creates the Avatar's physical Surrogate at the position supplied
442 /// </summary>
443 /// <param name="npositionX"></param>
444 /// <param name="npositionY"></param>
445 /// <param name="npositionZ"></param>
446
447 //
448 /// <summary>
449 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
450 /// This may be used in calculations in the scene/scenepresence
451 /// </summary>
452 public override float Mass
453 {
454 get
455 {
456 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
457 return m_density * AVvolume;
458 }
459 }
460 public override void link(PhysicsActor obj)
461 {
462
463 }
464
465 public override void delink()
466 {
467
468 }
469
470 public override void LockAngularMotion(Vector3 axis)
471 {
472
473 }
474
475
476 public override Vector3 Force
477 {
478 get { return _target_velocity; }
479 set { return; }
480 }
481
482 public override int VehicleType
483 {
484 get { return 0; }
485 set { return; }
486 }
487
488 public override void VehicleFloatParam(int param, float value)
489 {
490
491 }
492
493 public override void VehicleVectorParam(int param, Vector3 value)
494 {
495
496 }
497
498 public override void VehicleRotationParam(int param, Quaternion rotation)
499 {
500
501 }
502
503 public override void VehicleFlags(int param, bool remove)
504 {
505
506 }
507
508 public override void SetVolumeDetect(int param)
509 {
510
511 }
512
513 public override Vector3 CenterOfMass
514 {
515 get
516 {
517 Vector3 pos = _position;
518 return pos;
519 }
520 }
521
522 public override Vector3 GeometricCenter
523 {
524 get
525 {
526 Vector3 pos = _position;
527 return pos;
528 }
529 }
530
531 public override PrimitiveBaseShape Shape
532 {
533 set { return; }
534 }
535
536 public override Vector3 Velocity
537 {
538 get
539 {
540 return _velocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 AddChange(changes.Velocity, value);
547 }
548 else
549 {
550 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
551 }
552 }
553 }
554
555 public override Vector3 Torque
556 {
557 get { return Vector3.Zero; }
558 set { return; }
559 }
560
561 public override float CollisionScore
562 {
563 get { return 0f; }
564 set { }
565 }
566
567 public override bool Kinematic
568 {
569 get { return false; }
570 set { }
571 }
572
573 public override Quaternion Orientation
574 {
575 get { return Quaternion.Identity; }
576 set
577 {
578 }
579 }
580
581 public override Vector3 Acceleration
582 {
583 get { return _acceleration; }
584 set { }
585 }
586
587 public void SetAcceleration(Vector3 accel)
588 {
589 m_pidControllerActive = true;
590 _acceleration = accel;
591 }
592
593 /// <summary>
594 /// Adds the force supplied to the Target Velocity
595 /// The PID controller takes this target velocity and tries to make it a reality
596 /// </summary>
597 /// <param name="force"></param>
598 public override void AddForce(Vector3 force, bool pushforce)
599 {
600 if (force.IsFinite())
601 {
602 if (pushforce)
603 {
604 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
605 }
606 else
607 {
608 AddChange(changes.Velocity, force);
609 }
610 }
611 else
612 {
613 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
614 }
615 //m_lastUpdateSent = false;
616 }
617
618 public override void AddAngularForce(Vector3 force, bool pushforce)
619 {
620
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 if (momentum.IsFinite())
626 AddChange(changes.Momentum, momentum);
627 }
628
629
630 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
631 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
632 // place that is safe to call this routine AvatarGeomAndBodyCreation.
633 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
634 {
635 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
636 if (CAPSULE_LENGTH <= 0)
637 {
638 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
639 CAPSULE_LENGTH = 0.01f;
640
641 }
642
643 if (CAPSULE_RADIUS <= 0)
644 {
645 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
646 CAPSULE_RADIUS = 0.01f;
647
648 }
649 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
650
651 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
652 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
653
654 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
655
656 m_mass = ShellMass.mass; // update mass
657
658 // rescale PID parameters
659 PID_D = _parent_scene.avPIDD;
660 PID_P = _parent_scene.avPIDP;
661
662 // rescale PID parameters so that this aren't affected by mass
663 // and so don't get unstable for some masses
664 // also scale by ode time step so you don't need to refix them
665
666 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
667 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
668 PID_P /= 50 * 80;
669 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
670
671 Body = d.BodyCreate(_parent_scene.world);
672
673 _zeroFlag = false;
674 m_pidControllerActive = true;
675 m_freemove = false;
676
677 d.BodySetAutoDisableFlag(Body, false);
678 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
679
680 _position.X = npositionX;
681 _position.Y = npositionY;
682 _position.Z = npositionZ;
683
684 d.BodySetMass(Body, ref ShellMass);
685 d.GeomSetBody(Shell, Body);
686
687 // The purpose of the AMotor here is to keep the avatar's physical
688 // surrogate from rotating while moving
689 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
690 d.JointAttach(Amotor, Body, IntPtr.Zero);
691
692 d.JointSetAMotorMode(Amotor, 0);
693 d.JointSetAMotorNumAxes(Amotor, 3);
694 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
695 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
696 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
697
698 d.JointSetAMotorAngle(Amotor, 0, 0);
699 d.JointSetAMotorAngle(Amotor, 1, 0);
700 d.JointSetAMotorAngle(Amotor, 2, 0);
701
702 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
703 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
704 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
708
709 // These lowstops and high stops are effectively (no wiggle room)
710 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
711 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
712 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
713 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
716
717 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
718 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
719 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
720
721 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
724 }
725
726 /// <summary>
727 /// Destroys the avatar body and geom
728
729 private void AvatarGeomAndBodyDestroy()
730 {
731 // Kill the Amotor
732 if (Amotor != IntPtr.Zero)
733 {
734 d.JointDestroy(Amotor);
735 Amotor = IntPtr.Zero;
736 }
737
738 if (Body != IntPtr.Zero)
739 {
740 //kill the body
741 d.BodyDestroy(Body);
742 Body = IntPtr.Zero;
743 }
744
745 //kill the Geometry
746 if (Shell != IntPtr.Zero)
747 {
748// _parent_scene.geom_name_map.Remove(Shell);
749 _parent_scene.actor_name_map.Remove(Shell);
750 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
751 d.GeomDestroy(Shell);
752 Shell = IntPtr.Zero;
753 }
754 }
755
756 /// <summary>
757 /// Called from Simulate
758 /// This is the avatar's movement control + PID Controller
759 /// </summary>
760 /// <param name="timeStep"></param>
761 public void Move(float timeStep, List<OdeCharacter> defects)
762 {
763 if (Body == IntPtr.Zero)
764 return;
765
766 d.Vector3 dtmp = d.BodyGetPosition(Body);
767 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
768
769 // the Amotor still lets avatar rotation to drift during colisions
770 // so force it back to identity
771
772 d.Quaternion qtmp;
773 qtmp.W = 1;
774 qtmp.X = 0;
775 qtmp.Y = 0;
776 qtmp.Z = 0;
777 d.BodySetQuaternion(Body, ref qtmp);
778
779 if (m_pidControllerActive == false)
780 {
781 _zeroPosition = localpos;
782 }
783
784 if (!localpos.IsFinite())
785 {
786 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
787 defects.Add(this);
788 // _parent_scene.RemoveCharacter(this);
789
790 // destroy avatar capsule and related ODE data
791 AvatarGeomAndBodyDestroy();
792 return;
793 }
794
795 // check outbounds forcing to be in world
796 bool fixbody = false;
797 if (localpos.X < 0.0f)
798 {
799 fixbody = true;
800 localpos.X = 0.1f;
801 }
802 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
803 {
804 fixbody = true;
805 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
806 }
807 if (localpos.Y < 0.0f)
808 {
809 fixbody = true;
810 localpos.Y = 0.1f;
811 }
812 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
813 {
814 fixbody = true;
815 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
816 }
817 if (fixbody)
818 {
819 m_freemove = false;
820 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
821 }
822
823 float breakfactor;
824
825 Vector3 vec = Vector3.Zero;
826 dtmp = d.BodyGetLinearVel(Body);
827 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
828 float velLengthSquared = vel.LengthSquared();
829
830 float movementdivisor = 1f;
831 //Ubit change divisions into multiplications below
832 if (!m_alwaysRun)
833 movementdivisor = 1 / walkDivisor;
834 else
835 movementdivisor = 1 / runDivisor;
836
837 //******************************************
838 // colide with land
839 d.AABB aabb;
840 d.GeomGetAABB(Shell, out aabb);
841 float chrminZ = aabb.MinZ;
842
843 Vector3 posch = localpos;
844
845 float ftmp;
846
847 if (flying)
848 {
849 ftmp = timeStep;
850 posch.X += vel.X * ftmp;
851 posch.Y += vel.Y * ftmp;
852 }
853
854 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
855 if (chrminZ < terrainheight)
856 {
857 float depth = terrainheight - chrminZ;
858 if (!flying)
859 {
860 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
861 }
862 else
863 vec.Z = depth * PID_P * 50;
864
865 if (depth < 0.1f)
866 {
867 m_colliderGroundfilter++;
868 if (m_colliderGroundfilter > 2)
869 {
870 m_iscolliding = true;
871 m_colliderfilter = 2;
872
873 if (m_colliderGroundfilter > 10)
874 {
875 m_colliderGroundfilter = 10;
876 m_freemove = false;
877 }
878
879 m_iscollidingGround = true;
880
881 ContactPoint contact = new ContactPoint();
882 contact.PenetrationDepth = depth;
883 contact.Position.X = localpos.X;
884 contact.Position.Y = localpos.Y;
885 contact.Position.Z = chrminZ;
886 contact.SurfaceNormal.X = 0f;
887 contact.SurfaceNormal.Y = 0f;
888 contact.SurfaceNormal.Z = -1f;
889 contact.RelativeSpeed = -vel.Z;
890 AddCollisionEvent(0, contact);
891
892 vec.Z *= 0.5f;
893 }
894 }
895
896 else
897 {
898 m_colliderGroundfilter = 0;
899 m_iscollidingGround = false;
900 }
901 }
902 else
903 {
904 m_colliderGroundfilter = 0;
905 m_iscollidingGround = false;
906 }
907
908 //******************************************
909
910 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
911
912 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
913 if (!tviszero)
914 m_freemove = false;
915
916 if (!m_freemove)
917 {
918
919 // if velocity is zero, use position control; otherwise, velocity control
920 if (tviszero && m_iscolliding)
921 {
922 // keep track of where we stopped. No more slippin' & slidin'
923 if (!_zeroFlag)
924 {
925 _zeroFlag = true;
926 _zeroPosition = localpos;
927 }
928 if (m_pidControllerActive)
929 {
930 // We only want to deactivate the PID Controller if we think we want to have our surrogate
931 // react to the physics scene by moving it's position.
932 // Avatar to Avatar collisions
933 // Prim to avatar collisions
934
935 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
936 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
937 if (flying)
938 {
939 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
940 }
941 }
942 //PidStatus = true;
943 }
944 else
945 {
946 m_pidControllerActive = true;
947 _zeroFlag = false;
948
949 if (m_iscolliding)
950 {
951 if (!flying)
952 {
953 if (_target_velocity.Z > 0.0f)
954 {
955 // We're colliding with something and we're not flying but we're moving
956 // This means we're walking or running. JUMPING
957 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
958 }
959 // We're standing on something
960 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
961 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
962 }
963 else
964 {
965 // We're flying and colliding with something
966 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
967 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
968 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
969 }
970 }
971 else // ie not colliding
972 {
973 if (flying) //(!m_iscolliding && flying)
974 {
975 // we're in mid air suspended
976 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
977 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
978 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
979 }
980
981 else
982 {
983 // we're not colliding and we're not flying so that means we're falling!
984 // m_iscolliding includes collisions with the ground.
985
986 // d.Vector3 pos = d.BodyGetPosition(Body);
987 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
988 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
989 }
990 }
991 }
992
993 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
994 {
995 breakfactor = 0.16f * m_mass;
996 vec.X -= breakfactor * vel.X;
997 vec.Y -= breakfactor * vel.Y;
998 vec.Z -= breakfactor * vel.Z;
999 }
1000 }
1001 else
1002 {
1003 breakfactor = m_mass;
1004 vec.X -= breakfactor * vel.X;
1005 vec.Y -= breakfactor * vel.Y;
1006 if (flying)
1007 vec.Z -= breakfactor * vel.Z;
1008 else
1009 vec.Z -= .5f* m_mass * vel.Z;
1010 }
1011
1012 if (flying)
1013 {
1014 vec.Z -= _parent_scene.gravityz * m_mass;
1015
1016 //Added for auto fly height. Kitto Flora
1017 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1018
1019 if (localpos.Z < target_altitude)
1020 {
1021 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1022 }
1023 // end add Kitto Flora
1024 }
1025
1026 if (vec.IsFinite())
1027 {
1028 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1029 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1030 }
1031 else
1032 {
1033 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1034 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1035 defects.Add(this);
1036 // _parent_scene.RemoveCharacter(this);
1037 // destroy avatar capsule and related ODE data
1038 AvatarGeomAndBodyDestroy();
1039 return;
1040 }
1041
1042 // update our local ideia of position velocity and aceleration
1043 _position = localpos;
1044 if (_zeroFlag)
1045 {
1046 _velocity = Vector3.Zero;
1047 _acceleration = Vector3.Zero;
1048 }
1049 else
1050 {
1051 _acceleration = _velocity; // previus velocity
1052 _velocity = vel;
1053 _acceleration = (vel - _acceleration) / timeStep;
1054 }
1055
1056 }
1057
1058 /// <summary>
1059 /// Updates the reported position and velocity.
1060 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1061 /// also outbounds checking
1062 /// copy and outbounds now done in move(..) at ode rate
1063 ///
1064 /// </summary>
1065 public void UpdatePositionAndVelocity()
1066 {
1067 return;
1068
1069// if (Body == IntPtr.Zero)
1070// return;
1071
1072 }
1073
1074 /// <summary>
1075 /// Cleanup the things we use in the scene.
1076 /// </summary>
1077 public void Destroy()
1078 {
1079 AddChange(changes.Remove, null);
1080 }
1081
1082 public override void CrossingFailure()
1083 {
1084 }
1085
1086 public override Vector3 PIDTarget { set { return; } }
1087 public override bool PIDActive { set { return; } }
1088 public override float PIDTau { set { return; } }
1089
1090 public override float PIDHoverHeight { set { return; } }
1091 public override bool PIDHoverActive { set { return; } }
1092 public override PIDHoverType PIDHoverType { set { return; } }
1093 public override float PIDHoverTau { set { return; } }
1094
1095 public override Quaternion APIDTarget { set { return; } }
1096
1097 public override bool APIDActive { set { return; } }
1098
1099 public override float APIDStrength { set { return; } }
1100
1101 public override float APIDDamping { set { return; } }
1102
1103
1104 public override void SubscribeEvents(int ms)
1105 {
1106 m_eventsubscription = ms;
1107 m_cureventsubscription = 0;
1108 if (CollisionEventsThisFrame == null)
1109 CollisionEventsThisFrame = new CollisionEventUpdate();
1110 SentEmptyCollisionsEvent = false;
1111 }
1112
1113 public override void UnSubscribeEvents()
1114 {
1115 if (CollisionEventsThisFrame != null)
1116 {
1117 CollisionEventsThisFrame.Clear();
1118 CollisionEventsThisFrame = null;
1119 }
1120 m_eventsubscription = 0;
1121 }
1122
1123 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1124 {
1125 if (CollisionEventsThisFrame == null)
1126 CollisionEventsThisFrame = new CollisionEventUpdate();
1127 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1128 _parent_scene.AddCollisionEventReporting(this);
1129 }
1130
1131 public void SendCollisions()
1132 {
1133 if (CollisionEventsThisFrame == null)
1134 return;
1135
1136 if (m_cureventsubscription < m_eventsubscription)
1137 return;
1138
1139 m_cureventsubscription = 0;
1140
1141 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1142
1143 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1144 {
1145 base.SendCollisionUpdate(CollisionEventsThisFrame);
1146
1147 if (ncolisions == 0)
1148 {
1149 SentEmptyCollisionsEvent = true;
1150 _parent_scene.RemoveCollisionEventReporting(this);
1151 }
1152 else
1153 {
1154 SentEmptyCollisionsEvent = false;
1155 CollisionEventsThisFrame.Clear();
1156 }
1157 }
1158 }
1159
1160 internal void AddCollisionFrameTime(int t)
1161 {
1162 // protect it from overflow crashing
1163 if (m_cureventsubscription < 50000)
1164 m_cureventsubscription += t;
1165 }
1166
1167 public override bool SubscribedEvents()
1168 {
1169 if (m_eventsubscription > 0)
1170 return true;
1171 return false;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCollisionEventReporting(this);
1199 _parent_scene.RemoveCharacter(this);
1200 // destroy avatar capsule and related ODE data
1201 AvatarGeomAndBodyDestroy();
1202 }
1203 m_freemove = false;
1204 m_isPhysical = NewStatus;
1205 }
1206 }
1207
1208 private void changeAdd()
1209 {
1210 changePhysicsStatus(true);
1211 }
1212
1213 private void changeRemove()
1214 {
1215 changePhysicsStatus(false);
1216 }
1217
1218 private void changeShape(PrimitiveBaseShape arg)
1219 {
1220 }
1221
1222 private void changeSize(Vector3 Size)
1223 {
1224 if (Size.IsFinite())
1225 {
1226 float caplen = Size.Z;
1227
1228 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1229
1230 if (caplen != CAPSULE_LENGTH)
1231 {
1232 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1233 {
1234 AvatarGeomAndBodyDestroy();
1235
1236 float prevCapsule = CAPSULE_LENGTH;
1237 CAPSULE_LENGTH = caplen;
1238
1239 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1240 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1241
1242 Velocity = Vector3.Zero;
1243
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254 m_freemove = false;
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 m_freemove = false;
1269 m_pidControllerActive = true;
1270 }
1271
1272 private void changeOrientation(Quaternion newOri)
1273 {
1274 }
1275
1276 private void changeVelocity(Vector3 newVel)
1277 {
1278 m_pidControllerActive = true;
1279 m_freemove = false;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void setFreeMove()
1320 {
1321 m_pidControllerActive = true;
1322 _zeroFlag = false;
1323 _target_velocity = Vector3.Zero;
1324 m_freemove = true;
1325 m_colliderfilter = -2;
1326 m_colliderObjectfilter = -2;
1327 m_colliderGroundfilter = -2;
1328
1329 m_iscolliding = false;
1330 m_iscollidingGround = false;
1331 m_iscollidingObj = false;
1332
1333 CollisionEventsThisFrame.Clear();
1334 }
1335
1336 private void changeForce(Vector3 newForce)
1337 {
1338 setFreeMove();
1339
1340 if (Body != IntPtr.Zero)
1341 {
1342 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1343 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1344 }
1345 }
1346
1347 // for now momentum is actually velocity
1348 private void changeMomentum(Vector3 newmomentum)
1349 {
1350 _velocity = newmomentum;
1351 setFreeMove();
1352
1353 if (Body != IntPtr.Zero)
1354 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1355 }
1356
1357 private void donullchange()
1358 {
1359 }
1360
1361 public bool DoAChange(changes what, object arg)
1362 {
1363 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1364 {
1365 return false;
1366 }
1367
1368 // nasty switch
1369 switch (what)
1370 {
1371 case changes.Add:
1372 changeAdd();
1373 break;
1374 case changes.Remove:
1375 changeRemove();
1376 break;
1377
1378 case changes.Position:
1379 changePosition((Vector3)arg);
1380 break;
1381
1382 case changes.Orientation:
1383 changeOrientation((Quaternion)arg);
1384 break;
1385
1386 case changes.PosOffset:
1387 donullchange();
1388 break;
1389
1390 case changes.OriOffset:
1391 donullchange();
1392 break;
1393
1394 case changes.Velocity:
1395 changeVelocity((Vector3)arg);
1396 break;
1397
1398 // case changes.Acceleration:
1399 // changeacceleration((Vector3)arg);
1400 // break;
1401 // case changes.AngVelocity:
1402 // changeangvelocity((Vector3)arg);
1403 // break;
1404
1405 case changes.Force:
1406 changeForce((Vector3)arg);
1407 break;
1408
1409 case changes.Torque:
1410 changeSetTorque((Vector3)arg);
1411 break;
1412
1413 case changes.AddForce:
1414 changeAddForce((Vector3)arg);
1415 break;
1416
1417 case changes.AddAngForce:
1418 changeAddAngularForce((Vector3)arg);
1419 break;
1420
1421 case changes.AngLock:
1422 changeAngularLock((Vector3)arg);
1423 break;
1424
1425 case changes.Size:
1426 changeSize((Vector3)arg);
1427 break;
1428
1429 case changes.Momentum:
1430 changeMomentum((Vector3)arg);
1431 break;
1432/* not in use for now
1433 case changes.Shape:
1434 changeShape((PrimitiveBaseShape)arg);
1435 break;
1436
1437 case changes.CollidesWater:
1438 changeFloatOnWater((bool)arg);
1439 break;
1440
1441 case changes.VolumeDtc:
1442 changeVolumedetetion((bool)arg);
1443 break;
1444
1445 case changes.Physical:
1446 changePhysicsStatus((bool)arg);
1447 break;
1448
1449 case changes.Selected:
1450 changeSelectedStatus((bool)arg);
1451 break;
1452
1453 case changes.disabled:
1454 changeDisable((bool)arg);
1455 break;
1456
1457 case changes.building:
1458 changeBuilding((bool)arg);
1459 break;
1460*/
1461 case changes.Null:
1462 donullchange();
1463 break;
1464
1465 default:
1466 donullchange();
1467 break;
1468 }
1469 return false;
1470 }
1471
1472 public void AddChange(changes what, object arg)
1473 {
1474 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1475 }
1476 }
1477}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..a7dda7a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1087 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140
141 public float FrictionFactor
142 {
143 get
144 {
145 return m_ffactor;
146 }
147 }
148
149
150 public ODEDynamics(OdePrim rootp)
151 {
152 rootPrim = rootp;
153 _pParentScene = rootPrim._parent_scene;
154 m_timestep = _pParentScene.ODE_STEPSIZE;
155 m_invtimestep = 1.0f / m_timestep;
156 }
157
158 public void DoSetVehicle(VehicleData vd)
159 {
160 m_type = vd.m_type;
161 m_flags = vd.m_flags;
162
163
164 // Linear properties
165 m_linearMotorDirection = vd.m_linearMotorDirection;
166
167 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
168 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
169 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
170 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
171
172 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
173 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
174 m_linearMotorDecayTimescale += 0.2f;
175 m_linearMotorDecayTimescale *= m_invtimestep;
176
177 m_linearMotorTimescale = vd.m_linearMotorTimescale;
178 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
179
180 m_linearMotorOffset = vd.m_linearMotorOffset;
181
182 //Angular properties
183 m_angularMotorDirection = vd.m_angularMotorDirection;
184 m_angularMotorTimescale = vd.m_angularMotorTimescale;
185 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
186
187 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
188 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
189 m_angularMotorDecayTimescale *= m_invtimestep;
190
191 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
192 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
193 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
194 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
195
196 //Deflection properties
197 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
198 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
199 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
200
201 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
202 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
203 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
204
205 //Banking properties
206 m_bankingEfficiency = vd.m_bankingEfficiency;
207 m_bankingMix = vd.m_bankingMix;
208 m_bankingTimescale = vd.m_bankingTimescale;
209 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
210
211 //Hover and Buoyancy properties
212 m_VhoverHeight = vd.m_VhoverHeight;
213 m_VhoverEfficiency = vd.m_VhoverEfficiency;
214 m_VhoverTimescale = vd.m_VhoverTimescale;
215 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
216
217 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
218
219 //Attractor properties
220 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
221 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
222 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
223
224 // Axis
225 m_referenceFrame = vd.m_referenceFrame;
226
227 m_lmEfect = 0;
228 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
229 m_amEfect = 0;
230 m_ffactor = 1.0f;
231 }
232
233 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
234 {
235 float len;
236
237 switch (pParam)
238 {
239 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_angularDeflectionEfficiency = pValue;
243 break;
244 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
245 if (pValue < m_timestep) pValue = m_timestep;
246 m_angularDeflectionTimescale = pValue;
247 break;
248 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
249 if (pValue < m_timestep) pValue = m_timestep;
250 else if (pValue > 120) pValue = 120;
251 m_angularMotorDecayTimescale = pValue * m_invtimestep;
252 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
253 break;
254 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
255 if (pValue < m_timestep) pValue = m_timestep;
256 m_angularMotorTimescale = pValue;
257 break;
258 case Vehicle.BANKING_EFFICIENCY:
259 if (pValue < -1f) pValue = -1f;
260 if (pValue > 1f) pValue = 1f;
261 m_bankingEfficiency = pValue;
262 break;
263 case Vehicle.BANKING_MIX:
264 if (pValue < 0f) pValue = 0f;
265 if (pValue > 1f) pValue = 1f;
266 m_bankingMix = pValue;
267 break;
268 case Vehicle.BANKING_TIMESCALE:
269 if (pValue < m_timestep) pValue = m_timestep;
270 m_bankingTimescale = pValue;
271 break;
272 case Vehicle.BUOYANCY:
273 if (pValue < -1f) pValue = -1f;
274 if (pValue > 1f) pValue = 1f;
275 m_VehicleBuoyancy = pValue;
276 break;
277 case Vehicle.HOVER_EFFICIENCY:
278 if (pValue < 0f) pValue = 0f;
279 if (pValue > 1f) pValue = 1f;
280 m_VhoverEfficiency = pValue;
281 break;
282 case Vehicle.HOVER_HEIGHT:
283 m_VhoverHeight = pValue;
284 break;
285 case Vehicle.HOVER_TIMESCALE:
286 if (pValue < m_timestep) pValue = m_timestep;
287 m_VhoverTimescale = pValue;
288 break;
289 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
290 if (pValue < 0f) pValue = 0f;
291 if (pValue > 1f) pValue = 1f;
292 m_linearDeflectionEfficiency = pValue;
293 break;
294 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
295 if (pValue < m_timestep) pValue = m_timestep;
296 m_linearDeflectionTimescale = pValue;
297 break;
298 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
299 if (pValue < m_timestep) pValue = m_timestep;
300 else if (pValue > 120) pValue = 120;
301 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
302 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
303 break;
304 case Vehicle.LINEAR_MOTOR_TIMESCALE:
305 if (pValue < m_timestep) pValue = m_timestep;
306 m_linearMotorTimescale = pValue;
307 break;
308 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
309 if (pValue < 0f) pValue = 0f;
310 if (pValue > 1f) pValue = 1f;
311 m_verticalAttractionEfficiency = pValue;
312 break;
313 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
314 if (pValue < m_timestep) pValue = m_timestep;
315 m_verticalAttractionTimescale = pValue;
316 break;
317
318 // These are vector properties but the engine lets you use a single float value to
319 // set all of the components to the same value
320 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
321 if (pValue < m_timestep) pValue = m_timestep;
322 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.ANGULAR_MOTOR_DIRECTION:
325 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_angularMotorDirection.Length();
327 if (len > 12.566f)
328 m_angularMotorDirection *= (12.566f / len);
329
330 m_amEfect = 1.0f ; // turn it on
331 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
332
333 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
334 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
335 d.BodyEnable(rootPrim.Body);
336 break;
337 case Vehicle.LINEAR_FRICTION_TIMESCALE:
338 if (pValue < m_timestep) pValue = m_timestep;
339 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
340 break;
341 case Vehicle.LINEAR_MOTOR_DIRECTION:
342 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
343 len = m_linearMotorDirection.Length();
344 if (len > 100.0f)
345 m_linearMotorDirection *= (100.0f / len);
346
347 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
348 m_lmEfect = 1.0f; // turn it on
349
350 m_ffactor = 0.0f;
351 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
352 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
353 d.BodyEnable(rootPrim.Body);
354 break;
355 case Vehicle.LINEAR_MOTOR_OFFSET:
356 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
357 len = m_linearMotorOffset.Length();
358 if (len > 100.0f)
359 m_linearMotorOffset *= (100.0f / len);
360 break;
361 }
362 }//end ProcessFloatVehicleParam
363
364 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
365 {
366 float len;
367
368 switch (pParam)
369 {
370 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
371 if (pValue.X < m_timestep) pValue.X = m_timestep;
372 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
373 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
374
375 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
376 break;
377 case Vehicle.ANGULAR_MOTOR_DIRECTION:
378 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
379 // Limit requested angular speed to 2 rps= 4 pi rads/sec
380 len = m_angularMotorDirection.Length();
381 if (len > 12.566f)
382 m_angularMotorDirection *= (12.566f / len);
383
384 m_amEfect = 1.0f; // turn it on
385 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
386
387 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
388 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
389 d.BodyEnable(rootPrim.Body);
390 break;
391 case Vehicle.LINEAR_FRICTION_TIMESCALE:
392 if (pValue.X < m_timestep) pValue.X = m_timestep;
393 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
394 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
395 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
396 break;
397 case Vehicle.LINEAR_MOTOR_DIRECTION:
398 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
399 len = m_linearMotorDirection.Length();
400 if (len > 100.0f)
401 m_linearMotorDirection *= (100.0f / len);
402
403 m_lmEfect = 1.0f; // turn it on
404 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
405
406 m_ffactor = 0.0f;
407 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
408 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
409 d.BodyEnable(rootPrim.Body);
410 break;
411 case Vehicle.LINEAR_MOTOR_OFFSET:
412 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
413 len = m_linearMotorOffset.Length();
414 if (len > 100.0f)
415 m_linearMotorOffset *= (100.0f / len);
416 break;
417 case Vehicle.BLOCK_EXIT:
418 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
419 break;
420 }
421 }//end ProcessVectorVehicleParam
422
423 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
424 {
425 switch (pParam)
426 {
427 case Vehicle.REFERENCE_FRAME:
428 // m_referenceFrame = Quaternion.Inverse(pValue);
429 m_referenceFrame = pValue;
430 break;
431 case Vehicle.ROLL_FRAME:
432 m_RollreferenceFrame = pValue;
433 break;
434 }
435 }//end ProcessRotationVehicleParam
436
437 internal void ProcessVehicleFlags(int pParam, bool remove)
438 {
439 if (remove)
440 {
441 m_flags &= ~((VehicleFlag)pParam);
442 }
443 else
444 {
445 m_flags |= (VehicleFlag)pParam;
446 }
447 }//end ProcessVehicleFlags
448
449 internal void ProcessTypeChange(Vehicle pType)
450 {
451 m_lmEfect = 0;
452
453 m_amEfect = 0;
454 m_ffactor = 1f;
455
456 m_linearMotorDirection = Vector3.Zero;
457 m_angularMotorDirection = Vector3.Zero;
458
459 m_BlockingEndPoint = Vector3.Zero;
460 m_RollreferenceFrame = Quaternion.Identity;
461 m_linearMotorOffset = Vector3.Zero;
462
463 m_referenceFrame = Quaternion.Identity;
464
465 // Set Defaults For Type
466 m_type = pType;
467 switch (pType)
468 {
469 case Vehicle.TYPE_NONE:
470 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
471 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
472 m_linearMotorTimescale = 1000;
473 m_linearMotorDecayTimescale = 120 * m_invtimestep;
474 m_angularMotorTimescale = 1000;
475 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
476 m_VhoverHeight = 0;
477 m_VhoverEfficiency = 1;
478 m_VhoverTimescale = 1000;
479 m_VehicleBuoyancy = 0;
480 m_linearDeflectionEfficiency = 0;
481 m_linearDeflectionTimescale = 1000;
482 m_angularDeflectionEfficiency = 0;
483 m_angularDeflectionTimescale = 1000;
484 m_bankingEfficiency = 0;
485 m_bankingMix = 1;
486 m_bankingTimescale = 1000;
487 m_verticalAttractionEfficiency = 0;
488 m_verticalAttractionTimescale = 1000;
489
490 m_flags = (VehicleFlag)0;
491 break;
492
493 case Vehicle.TYPE_SLED:
494 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
495 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
496 m_linearMotorTimescale = 1000;
497 m_linearMotorDecayTimescale = 120 * m_invtimestep;
498 m_angularMotorTimescale = 1000;
499 m_angularMotorDecayTimescale = 120 * m_invtimestep;
500 m_VhoverHeight = 0;
501 m_VhoverEfficiency = 1;
502 m_VhoverTimescale = 10;
503 m_VehicleBuoyancy = 0;
504 m_linearDeflectionEfficiency = 1;
505 m_linearDeflectionTimescale = 1;
506 m_angularDeflectionEfficiency = 0;
507 m_angularDeflectionTimescale = 10;
508 m_verticalAttractionEfficiency = 1;
509 m_verticalAttractionTimescale = 1000;
510 m_bankingEfficiency = 0;
511 m_bankingMix = 1;
512 m_bankingTimescale = 10;
513 m_flags &=
514 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
515 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
516 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
517 VehicleFlag.LIMIT_ROLL_ONLY |
518 VehicleFlag.LIMIT_MOTOR_UP);
519 break;
520
521 case Vehicle.TYPE_CAR:
522 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
523 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
524 m_linearMotorTimescale = 1;
525 m_linearMotorDecayTimescale = 60 * m_invtimestep;
526 m_angularMotorTimescale = 1;
527 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
528 m_VhoverHeight = 0;
529 m_VhoverEfficiency = 0;
530 m_VhoverTimescale = 1000;
531 m_VehicleBuoyancy = 0;
532 m_linearDeflectionEfficiency = 1;
533 m_linearDeflectionTimescale = 2;
534 m_angularDeflectionEfficiency = 0;
535 m_angularDeflectionTimescale = 10;
536 m_verticalAttractionEfficiency = 1f;
537 m_verticalAttractionTimescale = 10f;
538 m_bankingEfficiency = -0.2f;
539 m_bankingMix = 1;
540 m_bankingTimescale = 1;
541 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
542 VehicleFlag.HOVER_TERRAIN_ONLY |
543 VehicleFlag.HOVER_GLOBAL_HEIGHT);
544 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
545 VehicleFlag.LIMIT_ROLL_ONLY |
546 VehicleFlag.LIMIT_MOTOR_UP |
547 VehicleFlag.HOVER_UP_ONLY);
548 break;
549 case Vehicle.TYPE_BOAT:
550 m_linearFrictionTimescale = new Vector3(10, 3, 2);
551 m_angularFrictionTimescale = new Vector3(10, 10, 10);
552 m_linearMotorTimescale = 5;
553 m_linearMotorDecayTimescale = 60 * m_invtimestep;
554 m_angularMotorTimescale = 4;
555 m_angularMotorDecayTimescale = 4 * m_invtimestep;
556 m_VhoverHeight = 0;
557 m_VhoverEfficiency = 0.5f;
558 m_VhoverTimescale = 2;
559 m_VehicleBuoyancy = 1;
560 m_linearDeflectionEfficiency = 0.5f;
561 m_linearDeflectionTimescale = 3;
562 m_angularDeflectionEfficiency = 0.5f;
563 m_angularDeflectionTimescale = 5;
564 m_verticalAttractionEfficiency = 0.5f;
565 m_verticalAttractionTimescale = 5f;
566 m_bankingEfficiency = -0.3f;
567 m_bankingMix = 0.8f;
568 m_bankingTimescale = 1;
569 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
570 VehicleFlag.HOVER_GLOBAL_HEIGHT |
571 VehicleFlag.HOVER_UP_ONLY); // |
572// VehicleFlag.LIMIT_ROLL_ONLY);
573 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
574 VehicleFlag.LIMIT_MOTOR_UP |
575 VehicleFlag.HOVER_UP_ONLY | // new sl
576 VehicleFlag.HOVER_WATER_ONLY);
577 break;
578
579 case Vehicle.TYPE_AIRPLANE:
580 m_linearFrictionTimescale = new Vector3(200, 10, 5);
581 m_angularFrictionTimescale = new Vector3(20, 20, 20);
582 m_linearMotorTimescale = 2;
583 m_linearMotorDecayTimescale = 60 * m_invtimestep;
584 m_angularMotorTimescale = 4;
585 m_angularMotorDecayTimescale = 8 * m_invtimestep;
586 m_VhoverHeight = 0;
587 m_VhoverEfficiency = 0.5f;
588 m_VhoverTimescale = 1000;
589 m_VehicleBuoyancy = 0;
590 m_linearDeflectionEfficiency = 0.5f;
591 m_linearDeflectionTimescale = 0.5f;
592 m_angularDeflectionEfficiency = 1;
593 m_angularDeflectionTimescale = 2;
594 m_verticalAttractionEfficiency = 0.9f;
595 m_verticalAttractionTimescale = 2f;
596 m_bankingEfficiency = 1;
597 m_bankingMix = 0.7f;
598 m_bankingTimescale = 2;
599 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
600 VehicleFlag.HOVER_TERRAIN_ONLY |
601 VehicleFlag.HOVER_GLOBAL_HEIGHT |
602 VehicleFlag.HOVER_UP_ONLY |
603 VehicleFlag.NO_DEFLECTION_UP |
604 VehicleFlag.LIMIT_MOTOR_UP);
605 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
606 break;
607
608 case Vehicle.TYPE_BALLOON:
609 m_linearFrictionTimescale = new Vector3(5, 5, 5);
610 m_angularFrictionTimescale = new Vector3(10, 10, 10);
611 m_linearMotorTimescale = 5;
612 m_linearMotorDecayTimescale = 60 * m_invtimestep;
613 m_angularMotorTimescale = 6;
614 m_angularMotorDecayTimescale = 10 * m_invtimestep;
615 m_VhoverHeight = 5;
616 m_VhoverEfficiency = 0.8f;
617 m_VhoverTimescale = 10;
618 m_VehicleBuoyancy = 1;
619 m_linearDeflectionEfficiency = 0;
620 m_linearDeflectionTimescale = 5 * m_invtimestep;
621 m_angularDeflectionEfficiency = 0;
622 m_angularDeflectionTimescale = 5;
623 m_verticalAttractionEfficiency = 1f;
624 m_verticalAttractionTimescale = 1000f;
625 m_bankingEfficiency = 0;
626 m_bankingMix = 0.7f;
627 m_bankingTimescale = 5;
628 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
629 VehicleFlag.HOVER_TERRAIN_ONLY |
630 VehicleFlag.HOVER_UP_ONLY |
631 VehicleFlag.NO_DEFLECTION_UP |
632 VehicleFlag.LIMIT_MOTOR_UP | //);
633 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
634 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
635
636// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
637// VehicleFlag.HOVER_GLOBAL_HEIGHT);
638 break;
639
640 }
641
642 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
643 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
644
645 }//end SetDefaultsForType
646
647 internal void Stop()
648 {
649 m_lmEfect = 0;
650 m_lmDecay = 0f;
651 m_amEfect = 0;
652 m_amDecay = 0;
653 m_ffactor = 1f;
654 }
655
656 public static Vector3 Xrot(Quaternion rot)
657 {
658 Vector3 vec;
659 rot.Normalize(); // just in case
660 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
661 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
662 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
663 return vec;
664 }
665
666 public static Vector3 Zrot(Quaternion rot)
667 {
668 Vector3 vec;
669 rot.Normalize(); // just in case
670 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
671 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
672 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
673
674 return vec;
675 }
676
677 private const float pi = (float)Math.PI;
678 private const float halfpi = 0.5f * (float)Math.PI;
679 private const float twopi = 2.0f * pi;
680
681 public static Vector3 ubitRot2Euler(Quaternion rot)
682 {
683 // returns roll in X
684 // pitch in Y
685 // yaw in Z
686 Vector3 vec;
687
688 // assuming rot is normalised
689 // rot.Normalize();
690
691 float zX = rot.X * rot.Z + rot.Y * rot.W;
692
693 if (zX < -0.49999f)
694 {
695 vec.X = 0;
696 vec.Y = -halfpi;
697 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
698 }
699 else if (zX > 0.49999f)
700 {
701 vec.X = 0;
702 vec.Y = halfpi;
703 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
704 }
705 else
706 {
707 vec.Y = (float)Math.Asin(2 * zX);
708
709 float sqw = rot.W * rot.W;
710
711 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
712 float zZ = rot.Z * rot.Z + sqw - 0.5f;
713
714 vec.X = (float)Math.Atan2(minuszY, zZ);
715
716 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
717 float yY = rot.X * rot.X + sqw - 0.5f;
718 vec.Z = (float)Math.Atan2(yX, yY);
719 }
720 return vec;
721 }
722
723 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
724 {
725 // assuming rot is normalised
726 // rot.Normalize();
727
728 float zX = rot.X * rot.Z + rot.Y * rot.W;
729
730 if (zX < -0.49999f)
731 {
732 roll = 0;
733 pitch = -halfpi;
734 }
735 else if (zX > 0.49999f)
736 {
737 roll = 0;
738 pitch = halfpi;
739 }
740 else
741 {
742 pitch = (float)Math.Asin(2 * zX);
743
744 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
745 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
746
747 roll = (float)Math.Atan2(minuszY, zZ);
748 }
749 return ;
750 }
751
752 internal void Step()
753 {
754 IntPtr Body = rootPrim.Body;
755
756 d.Mass dmass;
757 d.BodyGetMass(Body, out dmass);
758
759 d.Quaternion rot = d.BodyGetQuaternion(Body);
760 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
761 Quaternion rotq = objrotq; // rotq = rotation of object
762 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
763 Quaternion irotq = Quaternion.Inverse(rotq);
764
765 d.Vector3 dvtmp;
766 Vector3 tmpV;
767 Vector3 curVel; // velocity in world
768 Vector3 curAngVel; // angular velocity in world
769 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
770 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
771 d.Vector3 dtorque = new d.Vector3();
772
773 dvtmp = d.BodyGetLinearVel(Body);
774 curVel.X = dvtmp.X;
775 curVel.Y = dvtmp.Y;
776 curVel.Z = dvtmp.Z;
777 Vector3 curLocalVel = curVel * irotq; // current velocity in local
778
779 dvtmp = d.BodyGetAngularVel(Body);
780 curAngVel.X = dvtmp.X;
781 curAngVel.Y = dvtmp.Y;
782 curAngVel.Z = dvtmp.Z;
783 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
784
785 float ldampZ = 0;
786
787 // linear motor
788 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
789 {
790 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
791 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
792 tmpV *= rotq; // to world
793
794 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
795 tmpV.Z = 0;
796
797 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
798 {
799 // have offset, do it now
800 tmpV *= dmass.mass;
801 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
802 }
803 else
804 {
805 force.X += tmpV.X;
806 force.Y += tmpV.Y;
807 force.Z += tmpV.Z;
808 }
809
810 m_lmEfect *= m_lmDecay;
811// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
812 m_ffactor = 0.0f;
813 }
814 else
815 {
816 m_lmEfect = 0;
817 m_ffactor = 1f;
818 }
819
820 // hover
821 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
822 {
823 // d.Vector3 pos = d.BodyGetPosition(Body);
824 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
825 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
826
827 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
828 float perr;
829
830 // default to global but don't go underground
831 perr = m_VhoverHeight - pos.Z;
832
833 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
834 {
835 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
836 {
837 perr += _pParentScene.GetWaterLevel();
838 }
839 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
840 {
841 perr += t;
842 }
843 else
844 {
845 float w = _pParentScene.GetWaterLevel();
846 if (t > w)
847 perr += t;
848 else
849 perr += w;
850 }
851 }
852 else if (t > m_VhoverHeight)
853 perr = t - pos.Z; ;
854
855 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
856 {
857 ldampZ = m_VhoverEfficiency * m_invtimestep;
858
859 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
860
861 // force.Z += perr - curVel.Z * tmp;
862 force.Z += perr;
863 ldampZ *= -curVel.Z;
864
865 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
866 }
867 else // no buoyancy
868 force.Z += _pParentScene.gravityz;
869 }
870 else
871 {
872 // default gravity and Buoyancy
873 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
874 }
875
876 // linear deflection
877 if (m_linearDeflectionEfficiency > 0)
878 {
879 float len = curVel.Length();
880 if (len > 0.01) // if moving
881 {
882 Vector3 atAxis;
883 atAxis = Xrot(rotq); // where are we pointing to
884 atAxis *= len; // make it same size as world velocity vector
885
886 tmpV = -atAxis; // oposite direction
887 atAxis -= curVel; // error to one direction
888 len = atAxis.LengthSquared();
889
890 tmpV -= curVel; // error to oposite
891 float lens = tmpV.LengthSquared();
892
893 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
894 {
895 if (len < lens)
896 tmpV = atAxis;
897
898 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
899 force.X += tmpV.X;
900 force.Y += tmpV.Y;
901 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
902 force.Z += tmpV.Z;
903 }
904 }
905 }
906
907 // linear friction/damping
908 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
909 {
910 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
911 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
912 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
913 tmpV *= rotq; // to world
914
915 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
916 tmpV.Z = ldampZ;
917 force.X += tmpV.X;
918 force.Y += tmpV.Y;
919 force.Z += tmpV.Z;
920 }
921
922 // vertical atractor
923 if (m_verticalAttractionTimescale < 300)
924 {
925 float roll;
926 float pitch;
927
928
929
930 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
931
932 float ftmp2;
933 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
934 m_amdampX = ftmp2;
935
936 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
937
938 GetRollPitch(irotq, out roll, out pitch);
939
940 if (roll > halfpi)
941 roll = pi - roll;
942 else if (roll < -halfpi)
943 roll = -pi - roll;
944
945 float effroll = pitch / halfpi;
946 effroll *= effroll;
947 effroll = 1 - effroll;
948 effroll *= roll;
949
950
951 torque.X += effroll * ftmp;
952
953 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
954 {
955 float effpitch = roll / halfpi;
956 effpitch *= effpitch;
957 effpitch = 1 - effpitch;
958 effpitch *= pitch;
959
960 torque.Y += effpitch * ftmp;
961 }
962
963 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
964 {
965
966 float broll = effroll;
967 /*
968 if (broll > halfpi)
969 broll = pi - broll;
970 else if (broll < -halfpi)
971 broll = -pi - broll;
972 */
973 broll *= m_bankingEfficiency;
974 if (m_bankingMix != 0)
975 {
976 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
977 if (vfact > 1.0f) vfact = 1.0f;
978
979 if (curLocalVel.X >= 0)
980 broll *= (1 + (vfact - 1) * m_bankingMix);
981 else
982 broll *= -(1 + (vfact - 1) * m_bankingMix);
983 }
984 // make z rot be in world Z not local as seems to be in sl
985
986 broll = broll / m_bankingTimescale;
987
988
989 tmpV = Zrot(irotq);
990 tmpV *= broll;
991
992 torque.X += tmpV.X;
993 torque.Y += tmpV.Y;
994 torque.Z += tmpV.Z;
995
996 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
997 m_amdampY = m_amdampZ;
998
999 }
1000 else
1001 {
1002 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1003 m_amdampY = m_amdampX;
1004 }
1005 }
1006 else
1007 {
1008 m_ampwr = 1.0f;
1009 m_amdampX = 1 / m_angularFrictionTimescale.X;
1010 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1011 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1012 }
1013
1014 // angular motor
1015 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1016 {
1017 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1018 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1019 torque.X += tmpV.X * m_ampwr;
1020 torque.Y += tmpV.Y * m_ampwr;
1021 torque.Z += tmpV.Z;
1022
1023 m_amEfect *= m_amDecay;
1024 }
1025 else
1026 m_amEfect = 0;
1027
1028 // angular deflection
1029 if (m_angularDeflectionEfficiency > 0)
1030 {
1031 Vector3 dirv;
1032
1033 if (curLocalVel.X > 0.01f)
1034 dirv = curLocalVel;
1035 else if (curLocalVel.X < -0.01f)
1036 // use oposite
1037 dirv = -curLocalVel;
1038 else
1039 {
1040 // make it fall into small positive x case
1041 dirv.X = 0.01f;
1042 dirv.Y = curLocalVel.Y;
1043 dirv.Z = curLocalVel.Z;
1044 }
1045
1046 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1047
1048 if (Math.Abs(dirv.Z) > 0.01)
1049 {
1050 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1051 }
1052
1053 if (Math.Abs(dirv.Y) > 0.01)
1054 {
1055 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1056 }
1057 }
1058
1059 // angular friction
1060 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1061 {
1062 torque.X -= curLocalAngVel.X * m_amdampX;
1063 torque.Y -= curLocalAngVel.Y * m_amdampY;
1064 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1065 }
1066
1067
1068
1069 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1070 {
1071 force *= dmass.mass;
1072 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1073 }
1074
1075 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1076 {
1077 torque *= m_referenceFrame; // to object frame
1078 dtorque.X = torque.X ;
1079 dtorque.Y = torque.Y;
1080 dtorque.Z = torque.Z;
1081
1082 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1083 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1084 }
1085 }
1086 }
1087}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..6bf5be1
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4032 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104 private Vector3 m_PIDTarget;
105 private float m_PIDTau;
106 private bool m_usePID;
107
108 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
109 // and are for non-VEHICLES only.
110
111 private float m_PIDHoverHeight;
112 private float m_PIDHoverTau;
113 private bool m_useHoverPID;
114 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
115 private float m_targetHoverHeight;
116 private float m_groundHeight;
117 private float m_waterHeight;
118 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
119
120 private int body_autodisable_frames = 5;
121 public int bodydisablecontrol = 0;
122
123
124 // Default we're a Geometry
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
126 // Default colide nonphysical don't try to colide with anything
127 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
128
129 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
130 CollisionCategories.Character |
131 CollisionCategories.Land |
132 CollisionCategories.VolumeDtc);
133
134// private bool m_collidesLand = true;
135 private bool m_collidesWater;
136// public bool m_returnCollisions;
137
138 private bool m_NoColide; // for now only for internal use for bad meshs
139
140
141 // Default, Collide with Other Geometries, spaces and Bodies
142 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
143
144 public bool m_disabled;
145
146 private uint m_localID;
147
148 private IMesh m_mesh;
149 private object m_meshlock = new object();
150 private PrimitiveBaseShape _pbs;
151 public OdeScene _parent_scene;
152
153 /// <summary>
154 /// The physics space which contains prim geometry
155 /// </summary>
156 public IntPtr m_targetSpace = IntPtr.Zero;
157
158 public IntPtr prim_geom;
159 public IntPtr _triMeshData;
160
161 private PhysicsActor _parent;
162
163 private List<OdePrim> childrenPrim = new List<OdePrim>();
164
165
166// private bool m_throttleUpdates;
167// private int throttleCounter;
168 public float m_collisionscore;
169 private int m_colliderfilter = 0;
170
171 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
172
173 private float m_density = 10.000006836f; // Aluminum g/cm3;
174 private byte m_shapetype;
175 public bool _zeroFlag;
176 private bool m_lastUpdateSent;
177
178 public IntPtr Body = IntPtr.Zero;
179// public String Name { get; private set; }
180 private Vector3 _target_velocity;
181
182 public Vector3 primOOBsize; // prim real dimensions from mesh
183 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
184 public float primOOBradiusSQ;
185 public d.Mass primdMass; // prim inertia information on it's own referencial
186 float primMass; // prim own mass
187 float primVolume; // prim own volume;
188 float _mass; // object mass acording to case
189 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
190
191 public int givefakepos = 0;
192 private Vector3 fakepos;
193 public int givefakeori = 0;
194 private Quaternion fakeori;
195
196 private int m_eventsubscription;
197 private int m_cureventsubscription;
198 private CollisionEventUpdate CollisionEventsThisFrame = null;
199 private bool SentEmptyCollisionsEvent;
200
201 public volatile bool childPrim;
202
203 public ODEDynamics m_vehicle;
204
205 internal int m_material = (int)Material.Wood;
206 private float mu;
207 private float bounce;
208
209 /// <summary>
210 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
211 /// </summary>
212 public override bool IsPhysical // this is not reliable for internal use
213 {
214 get { return m_fakeisphysical; }
215 set
216 {
217 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
218 // and also to stop imediatly some updates
219 // but real change will only happen in taintprocessing
220
221 if (!value) // Zero the remembered last velocity
222 m_lastVelocity = Vector3.Zero;
223 AddChange(changes.Physical, value);
224 }
225 }
226
227 public override bool IsVolumeDtc
228 {
229 get { return m_fakeisVolumeDetect; }
230 set
231 {
232 m_fakeisVolumeDetect = value;
233 AddChange(changes.VolumeDtc, value);
234 }
235 }
236
237 public override bool Phantom // this is not reliable for internal use
238 {
239 get { return m_fakeisphantom; }
240 set
241 {
242 m_fakeisphantom = value;
243 AddChange(changes.Phantom, value);
244 }
245 }
246
247 public override bool Building // this is not reliable for internal use
248 {
249 get { return m_building; }
250 set
251 {
252 if (value)
253 m_building = true;
254 AddChange(changes.building, value);
255 }
256 }
257
258 public override void getContactData(ref ContactData cdata)
259 {
260 cdata.mu = mu;
261 cdata.bounce = bounce;
262
263 // cdata.softcolide = m_softcolide;
264 cdata.softcolide = false;
265
266 if (m_isphysical)
267 {
268 ODEDynamics veh;
269 if (_parent != null)
270 veh = ((OdePrim)_parent).m_vehicle;
271 else
272 veh = m_vehicle;
273
274 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
275 cdata.mu *= veh.FrictionFactor;
276// cdata.mu *= 0;
277 }
278 }
279
280 public override int PhysicsActorType
281 {
282 get { return (int)ActorTypes.Prim; }
283 set { return; }
284 }
285
286 public override bool SetAlwaysRun
287 {
288 get { return false; }
289 set { return; }
290 }
291
292 public override uint LocalID
293 {
294 get { return m_localID; }
295 set { m_localID = value; }
296 }
297
298 public override PhysicsActor ParentActor
299 {
300 get
301 {
302 if (childPrim)
303 return _parent;
304 else
305 return (PhysicsActor)this;
306 }
307 }
308
309 public override bool Grabbed
310 {
311 set { return; }
312 }
313
314 public override bool Selected
315 {
316 set
317 {
318 if (value)
319 m_isSelected = value; // if true set imediatly to stop moves etc
320 AddChange(changes.Selected, value);
321 }
322 }
323
324 public override bool Flying
325 {
326 // no flying prims for you
327 get { return false; }
328 set { }
329 }
330
331 public override bool IsColliding
332 {
333 get { return m_iscolliding; }
334 set
335 {
336 if (value)
337 {
338 m_colliderfilter += 2;
339 if (m_colliderfilter > 2)
340 m_colliderfilter = 2;
341 }
342 else
343 {
344 m_colliderfilter--;
345 if (m_colliderfilter < 0)
346 m_colliderfilter = 0;
347 }
348
349 if (m_colliderfilter == 0)
350 m_iscolliding = false;
351 else
352 m_iscolliding = true;
353 }
354 }
355
356 public override bool CollidingGround
357 {
358 get { return false; }
359 set { return; }
360 }
361
362 public override bool CollidingObj
363 {
364 get { return false; }
365 set { return; }
366 }
367
368
369 public override bool ThrottleUpdates {get;set;}
370/*
371 {
372 get { return m_throttleUpdates; }
373 set { m_throttleUpdates = value; }
374 }
375*/
376 public override bool Stopped
377 {
378 get { return _zeroFlag; }
379 }
380
381 public override Vector3 Position
382 {
383 get
384 {
385 if (givefakepos > 0)
386 return fakepos;
387 else
388 return _position;
389 }
390
391 set
392 {
393 fakepos = value;
394 givefakepos++;
395 AddChange(changes.Position, value);
396 }
397 }
398
399 public override Vector3 Size
400 {
401 get { return _size; }
402 set
403 {
404 if (value.IsFinite())
405 {
406 AddChange(changes.Size, value);
407 }
408 else
409 {
410 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
411 }
412 }
413 }
414
415 public override float Mass
416 {
417 get { return primMass; }
418 }
419
420 public override Vector3 Force
421 {
422 //get { return Vector3.Zero; }
423 get { return m_force; }
424 set
425 {
426 if (value.IsFinite())
427 {
428 AddChange(changes.Force, value);
429 }
430 else
431 {
432 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
433 }
434 }
435 }
436
437 public override void SetVolumeDetect(int param)
438 {
439 m_fakeisVolumeDetect = (param != 0);
440 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
441 }
442
443 public override Vector3 GeometricCenter
444 {
445 // this is not real geometric center but a average of positions relative to root prim acording to
446 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
447 // ignoring tortured prims details since sl also seems to ignore
448 // so no real use in doing it on physics
449 get
450 {
451 return Vector3.Zero;
452 }
453 }
454
455 public override Vector3 CenterOfMass
456 {
457 get
458 {
459 lock (_parent_scene.OdeLock)
460 {
461 d.Vector3 dtmp;
462 if (!childPrim && Body != IntPtr.Zero)
463 {
464 dtmp = d.BodyGetPosition(Body);
465 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
466 }
467 else if (prim_geom != IntPtr.Zero)
468 {
469 d.Quaternion dq;
470 d.GeomCopyQuaternion(prim_geom, out dq);
471 Quaternion q;
472 q.X = dq.X;
473 q.Y = dq.Y;
474 q.Z = dq.Z;
475 q.W = dq.W;
476
477 Vector3 Ptot = primOOBoffset * q;
478 dtmp = d.GeomGetPosition(prim_geom);
479 Ptot.X += dtmp.X;
480 Ptot.Y += dtmp.Y;
481 Ptot.Z += dtmp.Z;
482
483 // if(childPrim) we only know about physical linksets
484 return Ptot;
485/*
486 float tmass = _mass;
487 Ptot *= tmass;
488
489 float m;
490
491 foreach (OdePrim prm in childrenPrim)
492 {
493 m = prm._mass;
494 Ptot += prm.CenterOfMass * m;
495 tmass += m;
496 }
497
498 if (tmass == 0)
499 tmass = 0;
500 else
501 tmass = 1.0f / tmass;
502
503 Ptot *= tmass;
504 return Ptot;
505*/
506 }
507 else
508 return _position;
509 }
510 }
511 }
512
513 public override Vector3 OOBsize
514 {
515 get
516 {
517 return primOOBsize;
518 }
519 }
520
521 public override Vector3 OOBoffset
522 {
523 get
524 {
525 return primOOBoffset;
526 }
527 }
528
529 public override float OOBRadiusSQ
530 {
531 get
532 {
533 return primOOBradiusSQ;
534 }
535 }
536
537 public override PrimitiveBaseShape Shape
538 {
539 set
540 {
541/*
542 IMesh mesh = null;
543 if (_parent_scene.needsMeshing(value))
544 {
545 bool convex;
546 if (m_shapetype == 0)
547 convex = false;
548 else
549 convex = true;
550 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
551 }
552
553 if (mesh != null)
554 {
555 lock (m_meshlock)
556 m_mesh = mesh;
557 }
558*/
559 AddChange(changes.Shape, value);
560 }
561 }
562
563 public override byte PhysicsShapeType
564 {
565 get
566 {
567 return m_shapetype;
568 }
569 set
570 {
571 m_shapetype = value;
572 AddChange(changes.Shape, null);
573 }
574 }
575
576
577 public override Vector3 Velocity
578 {
579 get
580 {
581 if (_zeroFlag)
582 return Vector3.Zero;
583 return _velocity;
584 }
585 set
586 {
587 if (value.IsFinite())
588 {
589 AddChange(changes.Velocity, value);
590 }
591 else
592 {
593 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
594 }
595
596 }
597 }
598
599 public override Vector3 Torque
600 {
601 get
602 {
603 if (!IsPhysical || Body == IntPtr.Zero)
604 return Vector3.Zero;
605
606 return _torque;
607 }
608
609 set
610 {
611 if (value.IsFinite())
612 {
613 AddChange(changes.Torque, value);
614 }
615 else
616 {
617 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
618 }
619 }
620 }
621
622 public override float CollisionScore
623 {
624 get { return m_collisionscore; }
625 set { m_collisionscore = value; }
626 }
627
628 public override bool Kinematic
629 {
630 get { return false; }
631 set { }
632 }
633
634 public override Quaternion Orientation
635 {
636 get
637 {
638 if (givefakeori > 0)
639 return fakeori;
640 else
641
642 return _orientation;
643 }
644 set
645 {
646 if (QuaternionIsFinite(value))
647 {
648 fakeori = value;
649 givefakeori++;
650 AddChange(changes.Orientation, value);
651 }
652 else
653 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
654
655 }
656 }
657
658 public override Vector3 Acceleration
659 {
660 get { return _acceleration; }
661 set { }
662 }
663
664 public override Vector3 RotationalVelocity
665 {
666 get
667 {
668 Vector3 pv = Vector3.Zero;
669 if (_zeroFlag)
670 return pv;
671
672 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
673 return pv;
674
675 return m_rotationalVelocity;
676 }
677 set
678 {
679 if (value.IsFinite())
680 {
681 AddChange(changes.AngVelocity, value);
682 }
683 else
684 {
685 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
686 }
687 }
688 }
689
690 public override float Buoyancy
691 {
692 get { return m_buoyancy; }
693 set
694 {
695 m_buoyancy = value;
696 }
697 }
698
699 public override bool FloatOnWater
700 {
701 set
702 {
703 AddChange(changes.CollidesWater, value);
704 }
705 }
706
707 public override Vector3 PIDTarget
708 {
709 set
710 {
711 if (value.IsFinite())
712 {
713 m_PIDTarget = value;
714 }
715 else
716 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
717 }
718 }
719
720 public override bool PIDActive { set { m_usePID = value; } }
721 public override float PIDTau
722 {
723 set
724 {
725 if (value <= 0)
726 m_PIDTau = 0;
727 else
728 {
729 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
730 if (value < mint)
731 m_PIDTau = mint;
732 else
733 m_PIDTau = value;
734 }
735 }
736 }
737
738 public override float PIDHoverHeight
739 {
740 set
741 {
742 m_PIDHoverHeight = value;
743 if (value == 0)
744 m_useHoverPID = false;
745 }
746 }
747 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
748 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
749 public override float PIDHoverTau
750 {
751 set
752 {
753 if (value <= 0)
754 m_PIDHoverTau = 0;
755 else
756 {
757 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
758 if (value < mint)
759 m_PIDHoverTau = mint;
760 else
761 m_PIDHoverTau = value;
762 }
763 }
764 }
765
766 public override Quaternion APIDTarget { set { return; } }
767
768 public override bool APIDActive { set { return; } }
769
770 public override float APIDStrength { set { return; } }
771
772 public override float APIDDamping { set { return; } }
773
774 public override int VehicleType
775 {
776 // we may need to put a fake on this
777 get
778 {
779 if (m_vehicle == null)
780 return (int)Vehicle.TYPE_NONE;
781 else
782 return (int)m_vehicle.Type;
783 }
784 set
785 {
786 AddChange(changes.VehicleType, value);
787 }
788 }
789
790 public override void VehicleFloatParam(int param, float value)
791 {
792 strVehicleFloatParam fp = new strVehicleFloatParam();
793 fp.param = param;
794 fp.value = value;
795 AddChange(changes.VehicleFloatParam, fp);
796 }
797
798 public override void VehicleVectorParam(int param, Vector3 value)
799 {
800 strVehicleVectorParam fp = new strVehicleVectorParam();
801 fp.param = param;
802 fp.value = value;
803 AddChange(changes.VehicleVectorParam, fp);
804 }
805
806 public override void VehicleRotationParam(int param, Quaternion value)
807 {
808 strVehicleQuatParam fp = new strVehicleQuatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleRotationParam, fp);
812 }
813
814 public override void VehicleFlags(int param, bool value)
815 {
816 strVehicleBoolParam bp = new strVehicleBoolParam();
817 bp.param = param;
818 bp.value = value;
819 AddChange(changes.VehicleFlags, bp);
820 }
821
822 public override void SetVehicle(object vdata)
823 {
824 AddChange(changes.SetVehicle, vdata);
825 }
826 public void SetAcceleration(Vector3 accel)
827 {
828 _acceleration = accel;
829 }
830
831 public override void AddForce(Vector3 force, bool pushforce)
832 {
833 if (force.IsFinite())
834 {
835 if(pushforce)
836 AddChange(changes.AddForce, force);
837 else // a impulse
838 AddChange(changes.AddForce, force * m_invTimeStep);
839 }
840 else
841 {
842 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
843 }
844 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
845 }
846
847 public override void AddAngularForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
852 AddChange(changes.AddAngForce, force);
853// else // a impulse
854// AddChange(changes.AddAngForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
859 }
860 }
861
862 public override void CrossingFailure()
863 {
864 if (m_outbounds)
865 {
866 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
867 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
868 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
869
870 m_lastposition = _position;
871 _velocity.X = 0;
872 _velocity.Y = 0;
873 _velocity.Z = 0;
874
875 m_lastVelocity = _velocity;
876 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
877 m_vehicle.Stop();
878
879 if(Body != IntPtr.Zero)
880 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
881 if (prim_geom != IntPtr.Zero)
882 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
883
884 m_outbounds = false;
885 changeDisable(false);
886 base.RequestPhysicsterseUpdate();
887 }
888 }
889
890 public override void SetMomentum(Vector3 momentum)
891 {
892 }
893
894 public override void SetMaterial(int pMaterial)
895 {
896 m_material = pMaterial;
897 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
898 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
899 }
900
901 public void setPrimForRemoval()
902 {
903 AddChange(changes.Remove, null);
904 }
905
906 public override void link(PhysicsActor obj)
907 {
908 AddChange(changes.Link, obj);
909 }
910
911 public override void delink()
912 {
913 AddChange(changes.DeLink, null);
914 }
915
916 public override void LockAngularMotion(Vector3 axis)
917 {
918 // reverse the zero/non zero values for ODE.
919 if (axis.IsFinite())
920 {
921 axis.X = (axis.X > 0) ? 1f : 0f;
922 axis.Y = (axis.Y > 0) ? 1f : 0f;
923 axis.Z = (axis.Z > 0) ? 1f : 0f;
924 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
925 AddChange(changes.AngLock, axis);
926 }
927 else
928 {
929 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
930 }
931 }
932
933 public override void SubscribeEvents(int ms)
934 {
935 m_eventsubscription = ms;
936 m_cureventsubscription = 0;
937 if (CollisionEventsThisFrame == null)
938 CollisionEventsThisFrame = new CollisionEventUpdate();
939 SentEmptyCollisionsEvent = false;
940 }
941
942 public override void UnSubscribeEvents()
943 {
944 if (CollisionEventsThisFrame != null)
945 {
946 CollisionEventsThisFrame.Clear();
947 CollisionEventsThisFrame = null;
948 }
949 m_eventsubscription = 0;
950 _parent_scene.RemoveCollisionEventReporting(this);
951 }
952
953 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
954 {
955 if (CollisionEventsThisFrame == null)
956 CollisionEventsThisFrame = new CollisionEventUpdate();
957// if(CollisionEventsThisFrame.Count < 32)
958 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
959 }
960
961 public void SendCollisions()
962 {
963 if (CollisionEventsThisFrame == null)
964 return;
965
966 if (m_cureventsubscription < m_eventsubscription)
967 return;
968
969 m_cureventsubscription = 0;
970
971 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
972
973 if (!SentEmptyCollisionsEvent || ncolisions > 0)
974 {
975 base.SendCollisionUpdate(CollisionEventsThisFrame);
976
977 if (ncolisions == 0)
978 {
979 SentEmptyCollisionsEvent = true;
980 _parent_scene.RemoveCollisionEventReporting(this);
981 }
982 else
983 {
984 SentEmptyCollisionsEvent = false;
985 CollisionEventsThisFrame.Clear();
986 }
987 }
988 }
989
990 internal void AddCollisionFrameTime(int t)
991 {
992 if (m_cureventsubscription < 50000)
993 m_cureventsubscription += t;
994 }
995
996 public override bool SubscribedEvents()
997 {
998 if (m_eventsubscription > 0)
999 return true;
1000 return false;
1001 }
1002
1003
1004 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1005 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1006 {
1007 Name = primName;
1008 LocalID = plocalID;
1009
1010 m_vehicle = null;
1011
1012 if (!pos.IsFinite())
1013 {
1014 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1015 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1016 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1017 }
1018 _position = pos;
1019 givefakepos = 0;
1020
1021 m_timeStep = parent_scene.ODE_STEPSIZE;
1022 m_invTimeStep = 1f / m_timeStep;
1023
1024 m_density = parent_scene.geomDefaultDensity;
1025 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1026 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1027
1028 prim_geom = IntPtr.Zero;
1029 collide_geom = IntPtr.Zero;
1030 Body = IntPtr.Zero;
1031
1032 if (!size.IsFinite())
1033 {
1034 size = new Vector3(0.5f, 0.5f, 0.5f);
1035 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1036 }
1037
1038 if (size.X <= 0) size.X = 0.01f;
1039 if (size.Y <= 0) size.Y = 0.01f;
1040 if (size.Z <= 0) size.Z = 0.01f;
1041
1042 _size = size;
1043
1044 if (!QuaternionIsFinite(rotation))
1045 {
1046 rotation = Quaternion.Identity;
1047 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1048 }
1049
1050 _orientation = rotation;
1051 givefakeori = 0;
1052
1053 _pbs = pbs;
1054
1055 _parent_scene = parent_scene;
1056 m_targetSpace = IntPtr.Zero;
1057
1058 if (pos.Z < 0)
1059 {
1060 m_isphysical = false;
1061 }
1062 else
1063 {
1064 m_isphysical = pisPhysical;
1065 }
1066 m_fakeisphysical = m_isphysical;
1067
1068 m_isVolumeDetect = false;
1069 m_fakeisVolumeDetect = false;
1070
1071 m_force = Vector3.Zero;
1072
1073 m_iscolliding = false;
1074 m_colliderfilter = 0;
1075 m_NoColide = false;
1076
1077 hasOOBoffsetFromMesh = false;
1078 _triMeshData = IntPtr.Zero;
1079
1080 m_shapetype = _shapeType;
1081
1082 m_lastdoneSelected = false;
1083 m_isSelected = false;
1084 m_delaySelect = false;
1085
1086 m_isphantom = pisPhantom;
1087 m_fakeisphantom = pisPhantom;
1088
1089 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1090 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1091
1092 CalcPrimBodyData();
1093
1094 m_mesh = null;
1095 if (_parent_scene.needsMeshing(pbs))
1096 {
1097 bool convex;
1098 if (m_shapetype == 0)
1099 convex = false;
1100 else
1101 convex = true;
1102
1103 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1104 }
1105
1106
1107 m_building = true; // control must set this to false when done
1108
1109 AddChange(changes.Add, null);
1110 }
1111
1112 private void resetCollisionAccounting()
1113 {
1114 m_collisionscore = 0;
1115 }
1116
1117 private void UpdateCollisionCatFlags()
1118 {
1119 if(m_isphysical && m_disabled)
1120 {
1121 m_collisionCategories = 0;
1122 m_collisionFlags = 0;
1123 }
1124
1125 else if (m_isSelected)
1126 {
1127 m_collisionCategories = CollisionCategories.Selected;
1128 m_collisionFlags = 0;
1129 }
1130
1131 else if (m_isVolumeDetect)
1132 {
1133 m_collisionCategories = CollisionCategories.VolumeDtc;
1134 if (m_isphysical)
1135 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1136 else
1137 m_collisionFlags = 0;
1138 }
1139 else if (m_isphantom)
1140 {
1141 m_collisionCategories = CollisionCategories.Phantom;
1142 if (m_isphysical)
1143 m_collisionFlags = CollisionCategories.Land;
1144 else
1145 m_collisionFlags = 0;
1146 }
1147 else
1148 {
1149 m_collisionCategories = CollisionCategories.Geom;
1150 if (m_isphysical)
1151 m_collisionFlags = m_default_collisionFlagsPhysical;
1152 else
1153 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1154 }
1155 }
1156
1157 private void ApplyCollisionCatFlags()
1158 {
1159 if (prim_geom != IntPtr.Zero)
1160 {
1161 if (!childPrim && childrenPrim.Count > 0)
1162 {
1163 foreach (OdePrim prm in childrenPrim)
1164 {
1165 if (m_isphysical && m_disabled)
1166 {
1167 prm.m_collisionCategories = 0;
1168 prm.m_collisionFlags = 0;
1169 }
1170 else
1171 {
1172 // preserve some
1173 if (prm.m_isSelected)
1174 {
1175 prm.m_collisionCategories = CollisionCategories.Selected;
1176 prm.m_collisionFlags = 0;
1177 }
1178 else if (prm.m_isVolumeDetect)
1179 {
1180 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1181 if (m_isphysical)
1182 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1183 else
1184 prm.m_collisionFlags = 0;
1185 }
1186 else if (prm.m_isphantom)
1187 {
1188 prm.m_collisionCategories = CollisionCategories.Phantom;
1189 if (m_isphysical)
1190 prm.m_collisionFlags = CollisionCategories.Land;
1191 else
1192 prm.m_collisionFlags = 0;
1193 }
1194 else
1195 {
1196 prm.m_collisionCategories = m_collisionCategories;
1197 prm.m_collisionFlags = m_collisionFlags;
1198 }
1199 }
1200
1201 if (prm.prim_geom != IntPtr.Zero)
1202 {
1203 if (prm.m_NoColide)
1204 {
1205 d.GeomSetCategoryBits(prm.prim_geom, 0);
1206 if (m_isphysical)
1207 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1208 else
1209 d.GeomSetCollideBits(prm.prim_geom, 0);
1210 }
1211 else
1212 {
1213 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1214 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1215 }
1216 }
1217 }
1218 }
1219
1220 if (m_NoColide)
1221 {
1222 d.GeomSetCategoryBits(prim_geom, 0);
1223 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1224 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1225 {
1226 d.GeomSetCategoryBits(collide_geom, 0);
1227 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1228 }
1229 }
1230 else
1231 {
1232 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1233 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1234 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1235 {
1236 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1237 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1238 }
1239 }
1240 }
1241 }
1242
1243 private void createAMotor(Vector3 axis)
1244 {
1245 if (Body == IntPtr.Zero)
1246 return;
1247
1248 if (Amotor != IntPtr.Zero)
1249 {
1250 d.JointDestroy(Amotor);
1251 Amotor = IntPtr.Zero;
1252 }
1253
1254 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1255
1256 if (axisnum <= 0)
1257 return;
1258
1259 // stop it
1260 d.BodySetTorque(Body, 0, 0, 0);
1261 d.BodySetAngularVel(Body, 0, 0, 0);
1262
1263 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1264 d.JointAttach(Amotor, Body, IntPtr.Zero);
1265
1266 d.JointSetAMotorMode(Amotor, 0);
1267
1268 d.JointSetAMotorNumAxes(Amotor, axisnum);
1269
1270 // get current orientation to lock
1271
1272 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1273 Quaternion curr; // crap convertion between identical things
1274 curr.X = dcur.X;
1275 curr.Y = dcur.Y;
1276 curr.Z = dcur.Z;
1277 curr.W = dcur.W;
1278 Vector3 ax;
1279
1280 int i = 0;
1281 int j = 0;
1282 if (axis.X == 0)
1283 {
1284 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1285 // ODE should do this with axis relative to body 1 but seems to fail
1286 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1287 d.JointSetAMotorAngle(Amotor, 0, 0);
1288 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1289 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1290 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1291 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1292 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1293 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1294 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1295 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1296 i++;
1297 j = 256; // move to next axis set
1298 }
1299
1300 if (axis.Y == 0)
1301 {
1302 ax = (new Vector3(0, 1, 0)) * curr;
1303 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1304 d.JointSetAMotorAngle(Amotor, i, 0);
1305 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1306 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1307 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1309 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1311 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1312 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1313 i++;
1314 j += 256;
1315 }
1316
1317 if (axis.Z == 0)
1318 {
1319 ax = (new Vector3(0, 0, 1)) * curr;
1320 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1321 d.JointSetAMotorAngle(Amotor, i, 0);
1322 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1323 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1324 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1325 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1326 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1327 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1328 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1329 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1330 }
1331 }
1332
1333 private bool setMesh(OdeScene parent_scene)
1334 {
1335 IntPtr vertices, indices;
1336 int vertexCount, indexCount;
1337 int vertexStride, triStride;
1338
1339 if (Body != IntPtr.Zero)
1340 {
1341 if (childPrim)
1342 {
1343 if (_parent != null)
1344 {
1345 OdePrim parent = (OdePrim)_parent;
1346 parent.ChildDelink(this, false);
1347 }
1348 }
1349 else
1350 {
1351 DestroyBody();
1352 }
1353 }
1354
1355 IMesh mesh = null;
1356
1357
1358 lock (m_meshlock)
1359 {
1360 if (m_mesh == null)
1361 {
1362 bool convex;
1363 if (m_shapetype == 0)
1364 convex = false;
1365 else
1366 convex = true;
1367
1368 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1369 }
1370 else
1371 {
1372 mesh = m_mesh;
1373 }
1374
1375 if (mesh == null)
1376 {
1377 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1378 return false;
1379 }
1380
1381
1382 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1383 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1384
1385 if (vertexCount == 0 || indexCount == 0)
1386 {
1387 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1388 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1389 mesh.releaseSourceMeshData();
1390 return false;
1391 }
1392
1393 primOOBoffset = mesh.GetCentroid();
1394 hasOOBoffsetFromMesh = true;
1395
1396 mesh.releaseSourceMeshData();
1397 m_mesh = null;
1398 }
1399
1400 IntPtr geo = IntPtr.Zero;
1401
1402 try
1403 {
1404 _triMeshData = d.GeomTriMeshDataCreate();
1405
1406 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1407 d.GeomTriMeshDataPreprocess(_triMeshData);
1408
1409 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1410 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1411 }
1412
1413 catch (Exception e)
1414 {
1415 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1416 if (_triMeshData != IntPtr.Zero)
1417 {
1418 d.GeomTriMeshDataDestroy(_triMeshData);
1419 _triMeshData = IntPtr.Zero;
1420 }
1421 return false;
1422 }
1423
1424 SetGeom(geo);
1425 return true;
1426 }
1427
1428 private void SetGeom(IntPtr geom)
1429 {
1430 prim_geom = geom;
1431 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1432 if (prim_geom != IntPtr.Zero)
1433 {
1434
1435 if (m_NoColide)
1436 {
1437 d.GeomSetCategoryBits(prim_geom, 0);
1438 if (m_isphysical)
1439 {
1440 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1441 }
1442 else
1443 {
1444 d.GeomSetCollideBits(prim_geom, 0);
1445 d.GeomDisable(prim_geom);
1446 }
1447 }
1448 else
1449 {
1450 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1451 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1452 }
1453
1454 CalcPrimBodyData();
1455
1456 _parent_scene.actor_name_map[prim_geom] = this;
1457
1458 }
1459 else
1460 m_log.Warn("Setting bad Geom");
1461 }
1462
1463
1464 /// <summary>
1465 /// Create a geometry for the given mesh in the given target space.
1466 /// </summary>
1467 /// <param name="m_targetSpace"></param>
1468 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1469 private void CreateGeom()
1470 {
1471 if (_triMeshData != IntPtr.Zero)
1472 {
1473 d.GeomTriMeshDataDestroy(_triMeshData);
1474 _triMeshData = IntPtr.Zero;
1475 }
1476
1477 bool haveMesh = false;
1478 hasOOBoffsetFromMesh = false;
1479 m_NoColide = false;
1480
1481 if (_parent_scene.needsMeshing(_pbs))
1482 {
1483 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1484 if (!haveMesh)
1485 m_NoColide = true;
1486 }
1487
1488 if (!haveMesh)
1489 {
1490 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1491 && _size.X == _size.Y && _size.Y == _size.Z)
1492 { // it's a sphere
1493 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1494 try
1495 {
1496 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1497 }
1498 catch (Exception e)
1499 {
1500 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1501 return;
1502 }
1503 }
1504 else
1505 {// do it as a box
1506 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1507 try
1508 {
1509 //Console.WriteLine(" CreateGeom 4");
1510 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1511 }
1512 catch (Exception e)
1513 {
1514 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1515 return;
1516 }
1517 }
1518 }
1519 }
1520
1521 /// <summary>
1522 /// Set a new geometry for this prim.
1523 /// </summary>
1524 /// <param name="geom"></param>
1525 private void RemoveGeom()
1526 {
1527 if (prim_geom != IntPtr.Zero)
1528 {
1529// _parent_scene.geom_name_map.Remove(prim_geom);
1530 _parent_scene.actor_name_map.Remove(prim_geom);
1531 try
1532 {
1533 d.GeomDestroy(prim_geom);
1534 if (_triMeshData != IntPtr.Zero)
1535 {
1536 d.GeomTriMeshDataDestroy(_triMeshData);
1537 _triMeshData = IntPtr.Zero;
1538 }
1539 }
1540 // catch (System.AccessViolationException)
1541 catch (Exception e)
1542 {
1543 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1544 }
1545
1546 prim_geom = IntPtr.Zero;
1547 collide_geom = IntPtr.Zero;
1548 }
1549 else
1550 {
1551 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1552 }
1553 Body = IntPtr.Zero;
1554 hasOOBoffsetFromMesh = false;
1555 }
1556/*
1557 private void ChildSetGeom(OdePrim odePrim)
1558 {
1559 // well..
1560 DestroyBody();
1561 MakeBody();
1562 }
1563*/
1564 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1565 // should only be called for non physical prims unless they are becoming non physical
1566 private void SetInStaticSpace(OdePrim prim)
1567 {
1568 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1569 prim.m_targetSpace = targetSpace;
1570 collide_geom = IntPtr.Zero;
1571 }
1572
1573 public void enableBodySoft()
1574 {
1575 m_disabled = false;
1576 if (!childPrim && !m_isSelected)
1577 {
1578 if (m_isphysical && Body != IntPtr.Zero)
1579 {
1580 UpdateCollisionCatFlags();
1581 ApplyCollisionCatFlags();
1582
1583 d.BodyEnable(Body);
1584 }
1585 }
1586 resetCollisionAccounting();
1587 }
1588
1589 private void disableBodySoft()
1590 {
1591 m_disabled = true;
1592 if (!childPrim)
1593 {
1594 if (m_isphysical && Body != IntPtr.Zero)
1595 {
1596 if (m_isSelected)
1597 m_collisionFlags = CollisionCategories.Selected;
1598 else
1599 m_collisionCategories = 0;
1600 m_collisionFlags = 0;
1601 ApplyCollisionCatFlags();
1602 d.BodyDisable(Body);
1603 }
1604 }
1605 }
1606
1607 private void MakeBody()
1608 {
1609 if (!m_isphysical) // only physical get bodies
1610 return;
1611
1612 if (childPrim) // child prims don't get bodies;
1613 return;
1614
1615 if (m_building)
1616 return;
1617
1618 if (prim_geom == IntPtr.Zero)
1619 {
1620 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1621 return;
1622 }
1623
1624 if (Body != IntPtr.Zero)
1625 {
1626// d.BodyDestroy(Body);
1627// Body = IntPtr.Zero;
1628 // do a more complet destruction
1629 DestroyBody();
1630 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1631 }
1632
1633 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1634 {
1635 d.GeomSetBody(prim_geom, IntPtr.Zero);
1636 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1637 }
1638
1639 d.Matrix3 mymat = new d.Matrix3();
1640 d.Quaternion myrot = new d.Quaternion();
1641 d.Mass objdmass = new d.Mass { };
1642
1643 Body = d.BodyCreate(_parent_scene.world);
1644
1645 objdmass = primdMass;
1646
1647 // rotate inertia
1648 myrot.X = _orientation.X;
1649 myrot.Y = _orientation.Y;
1650 myrot.Z = _orientation.Z;
1651 myrot.W = _orientation.W;
1652
1653 d.RfromQ(out mymat, ref myrot);
1654 d.MassRotate(ref objdmass, ref mymat);
1655
1656 // set the body rotation
1657 d.BodySetRotation(Body, ref mymat);
1658
1659 // recompute full object inertia if needed
1660 if (childrenPrim.Count > 0)
1661 {
1662 d.Matrix3 mat = new d.Matrix3();
1663 d.Quaternion quat = new d.Quaternion();
1664 d.Mass tmpdmass = new d.Mass { };
1665 Vector3 rcm;
1666
1667 rcm.X = _position.X;
1668 rcm.Y = _position.Y;
1669 rcm.Z = _position.Z;
1670
1671 lock (childrenPrim)
1672 {
1673 foreach (OdePrim prm in childrenPrim)
1674 {
1675 if (prm.prim_geom == IntPtr.Zero)
1676 {
1677 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1678 continue;
1679 }
1680
1681 tmpdmass = prm.primdMass;
1682
1683 // apply prim current rotation to inertia
1684 quat.X = prm._orientation.X;
1685 quat.Y = prm._orientation.Y;
1686 quat.Z = prm._orientation.Z;
1687 quat.W = prm._orientation.W;
1688 d.RfromQ(out mat, ref quat);
1689 d.MassRotate(ref tmpdmass, ref mat);
1690
1691 Vector3 ppos = prm._position;
1692 ppos.X -= rcm.X;
1693 ppos.Y -= rcm.Y;
1694 ppos.Z -= rcm.Z;
1695 // refer inertia to root prim center of mass position
1696 d.MassTranslate(ref tmpdmass,
1697 ppos.X,
1698 ppos.Y,
1699 ppos.Z);
1700
1701 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1702 // fix prim colision cats
1703
1704 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1705 {
1706 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1707 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1708 }
1709
1710 d.GeomClearOffset(prm.prim_geom);
1711 d.GeomSetBody(prm.prim_geom, Body);
1712 prm.Body = Body;
1713 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1714 }
1715 }
1716 }
1717
1718 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1719 // associate root geom with body
1720 d.GeomSetBody(prim_geom, Body);
1721
1722 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1723 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1724
1725 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1726 myrot.X = -myrot.X;
1727 myrot.Y = -myrot.Y;
1728 myrot.Z = -myrot.Z;
1729
1730 d.RfromQ(out mymat, ref myrot);
1731 d.MassRotate(ref objdmass, ref mymat);
1732
1733 d.BodySetMass(Body, ref objdmass);
1734 _mass = objdmass.mass;
1735
1736 // disconnect from world gravity so we can apply buoyancy
1737 d.BodySetGravityMode(Body, false);
1738
1739 d.BodySetAutoDisableFlag(Body, true);
1740 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1741 d.BodySetDamping(Body, .005f, .005f);
1742
1743 if (m_targetSpace != IntPtr.Zero)
1744 {
1745 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1746 if (d.SpaceQuery(m_targetSpace, prim_geom))
1747 d.SpaceRemove(m_targetSpace, prim_geom);
1748 }
1749
1750 if (childrenPrim.Count == 0)
1751 {
1752 collide_geom = prim_geom;
1753 m_targetSpace = _parent_scene.ActiveSpace;
1754 }
1755 else
1756 {
1757 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1758 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1759 d.SpaceSetSublevel(m_targetSpace, 3);
1760 d.SpaceSetCleanup(m_targetSpace, false);
1761
1762 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1763 CollisionCategories.Geom |
1764 CollisionCategories.Phantom |
1765 CollisionCategories.VolumeDtc
1766 ));
1767 d.GeomSetCollideBits(m_targetSpace, 0);
1768 collide_geom = m_targetSpace;
1769 }
1770
1771 d.SpaceAdd(m_targetSpace, prim_geom);
1772
1773 if (m_delaySelect)
1774 {
1775 m_isSelected = true;
1776 m_delaySelect = false;
1777 }
1778
1779 m_collisionscore = 0;
1780
1781 UpdateCollisionCatFlags();
1782 ApplyCollisionCatFlags();
1783
1784 _parent_scene.addActivePrim(this);
1785
1786 lock (childrenPrim)
1787 {
1788 foreach (OdePrim prm in childrenPrim)
1789 {
1790 if (prm.prim_geom == IntPtr.Zero)
1791 continue;
1792
1793 Vector3 ppos = prm._position;
1794 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1795
1796 if (prm.m_targetSpace != m_targetSpace)
1797 {
1798 if (prm.m_targetSpace != IntPtr.Zero)
1799 {
1800 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1801 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1802 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1803 }
1804 prm.m_targetSpace = m_targetSpace;
1805 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1806 }
1807
1808 prm.m_collisionscore = 0;
1809
1810 if(!m_disabled)
1811 prm.m_disabled = false;
1812
1813 _parent_scene.addActivePrim(prm);
1814 }
1815 }
1816
1817 // The body doesn't already have a finite rotation mode set here
1818 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1819 {
1820 createAMotor(m_angularlock);
1821 }
1822
1823
1824 if (m_isSelected || m_disabled)
1825 {
1826 d.BodyDisable(Body);
1827 }
1828 else
1829 {
1830 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1831 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1832 }
1833 _parent_scene.addActiveGroups(this);
1834 }
1835
1836 private void DestroyBody()
1837 {
1838 if (Body != IntPtr.Zero)
1839 {
1840 _parent_scene.remActivePrim(this);
1841
1842 collide_geom = IntPtr.Zero;
1843
1844 if (m_disabled)
1845 m_collisionCategories = 0;
1846 else if (m_isSelected)
1847 m_collisionCategories = CollisionCategories.Selected;
1848 else if (m_isVolumeDetect)
1849 m_collisionCategories = CollisionCategories.VolumeDtc;
1850 else if (m_isphantom)
1851 m_collisionCategories = CollisionCategories.Phantom;
1852 else
1853 m_collisionCategories = CollisionCategories.Geom;
1854
1855 m_collisionFlags = 0;
1856
1857 if (prim_geom != IntPtr.Zero)
1858 {
1859 if (m_NoColide)
1860 {
1861 d.GeomSetCategoryBits(prim_geom, 0);
1862 d.GeomSetCollideBits(prim_geom, 0);
1863 }
1864 else
1865 {
1866 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1867 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1868 }
1869 UpdateDataFromGeom();
1870 d.GeomSetBody(prim_geom, IntPtr.Zero);
1871 SetInStaticSpace(this);
1872 }
1873
1874 if (!childPrim)
1875 {
1876 lock (childrenPrim)
1877 {
1878 foreach (OdePrim prm in childrenPrim)
1879 {
1880 _parent_scene.remActivePrim(prm);
1881
1882 if (prm.m_isSelected)
1883 prm.m_collisionCategories = CollisionCategories.Selected;
1884 else if (prm.m_isVolumeDetect)
1885 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1886 else if (prm.m_isphantom)
1887 prm.m_collisionCategories = CollisionCategories.Phantom;
1888 else
1889 prm.m_collisionCategories = CollisionCategories.Geom;
1890
1891 prm.m_collisionFlags = 0;
1892
1893 if (prm.prim_geom != IntPtr.Zero)
1894 {
1895 if (prm.m_NoColide)
1896 {
1897 d.GeomSetCategoryBits(prm.prim_geom, 0);
1898 d.GeomSetCollideBits(prm.prim_geom, 0);
1899 }
1900 else
1901 {
1902 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1903 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1904 }
1905 prm.UpdateDataFromGeom();
1906 SetInStaticSpace(prm);
1907 }
1908 prm.Body = IntPtr.Zero;
1909 prm._mass = prm.primMass;
1910 prm.m_collisionscore = 0;
1911 }
1912 }
1913 if (Amotor != IntPtr.Zero)
1914 {
1915 d.JointDestroy(Amotor);
1916 Amotor = IntPtr.Zero;
1917 }
1918 _parent_scene.remActiveGroup(this);
1919 d.BodyDestroy(Body);
1920 }
1921 Body = IntPtr.Zero;
1922 }
1923 _mass = primMass;
1924 m_collisionscore = 0;
1925 }
1926
1927 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1928 {
1929 d.Matrix3 mat = new d.Matrix3();
1930 d.Quaternion quat = new d.Quaternion();
1931
1932 d.Mass tmpdmass = new d.Mass { };
1933 d.Mass objdmass = new d.Mass { };
1934
1935 d.BodyGetMass(Body, out tmpdmass);
1936 objdmass = tmpdmass;
1937
1938 d.Vector3 dobjpos;
1939 d.Vector3 thispos;
1940
1941 // get current object position and rotation
1942 dobjpos = d.BodyGetPosition(Body);
1943
1944 // get prim own inertia in its local frame
1945 tmpdmass = primdMass;
1946
1947 // transform to object frame
1948 mat = d.GeomGetOffsetRotation(prim_geom);
1949 d.MassRotate(ref tmpdmass, ref mat);
1950
1951 thispos = d.GeomGetOffsetPosition(prim_geom);
1952 d.MassTranslate(ref tmpdmass,
1953 thispos.X,
1954 thispos.Y,
1955 thispos.Z);
1956
1957 // subtract current prim inertia from object
1958 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1959
1960 // back prim own inertia
1961 tmpdmass = primdMass;
1962
1963 // update to new position and orientation
1964 _position = NewPos;
1965 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1966 _orientation = newrot;
1967 quat.X = newrot.X;
1968 quat.Y = newrot.Y;
1969 quat.Z = newrot.Z;
1970 quat.W = newrot.W;
1971 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1972
1973 mat = d.GeomGetOffsetRotation(prim_geom);
1974 d.MassRotate(ref tmpdmass, ref mat);
1975
1976 thispos = d.GeomGetOffsetPosition(prim_geom);
1977 d.MassTranslate(ref tmpdmass,
1978 thispos.X,
1979 thispos.Y,
1980 thispos.Z);
1981
1982 d.MassAdd(ref objdmass, ref tmpdmass);
1983
1984 // fix all positions
1985 IntPtr g = d.BodyGetFirstGeom(Body);
1986 while (g != IntPtr.Zero)
1987 {
1988 thispos = d.GeomGetOffsetPosition(g);
1989 thispos.X -= objdmass.c.X;
1990 thispos.Y -= objdmass.c.Y;
1991 thispos.Z -= objdmass.c.Z;
1992 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1993 g = d.dBodyGetNextGeom(g);
1994 }
1995 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1996
1997 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1998 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1999 d.BodySetMass(Body, ref objdmass);
2000 _mass = objdmass.mass;
2001 }
2002
2003
2004
2005 private void FixInertia(Vector3 NewPos)
2006 {
2007 d.Matrix3 primmat = new d.Matrix3();
2008 d.Mass tmpdmass = new d.Mass { };
2009 d.Mass objdmass = new d.Mass { };
2010 d.Mass primmass = new d.Mass { };
2011
2012 d.Vector3 dobjpos;
2013 d.Vector3 thispos;
2014
2015 d.BodyGetMass(Body, out objdmass);
2016
2017 // get prim own inertia in its local frame
2018 primmass = primdMass;
2019 // transform to object frame
2020 primmat = d.GeomGetOffsetRotation(prim_geom);
2021 d.MassRotate(ref primmass, ref primmat);
2022
2023 tmpdmass = primmass;
2024
2025 thispos = d.GeomGetOffsetPosition(prim_geom);
2026 d.MassTranslate(ref tmpdmass,
2027 thispos.X,
2028 thispos.Y,
2029 thispos.Z);
2030
2031 // subtract current prim inertia from object
2032 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2033
2034 // update to new position
2035 _position = NewPos;
2036 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2037
2038 thispos = d.GeomGetOffsetPosition(prim_geom);
2039 d.MassTranslate(ref primmass,
2040 thispos.X,
2041 thispos.Y,
2042 thispos.Z);
2043
2044 d.MassAdd(ref objdmass, ref primmass);
2045
2046 // fix all positions
2047 IntPtr g = d.BodyGetFirstGeom(Body);
2048 while (g != IntPtr.Zero)
2049 {
2050 thispos = d.GeomGetOffsetPosition(g);
2051 thispos.X -= objdmass.c.X;
2052 thispos.Y -= objdmass.c.Y;
2053 thispos.Z -= objdmass.c.Z;
2054 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2055 g = d.dBodyGetNextGeom(g);
2056 }
2057
2058 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2059
2060 // get current object position and rotation
2061 dobjpos = d.BodyGetPosition(Body);
2062
2063 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2064 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2065 d.BodySetMass(Body, ref objdmass);
2066 _mass = objdmass.mass;
2067 }
2068
2069 private void FixInertia(Quaternion newrot)
2070 {
2071 d.Matrix3 mat = new d.Matrix3();
2072 d.Quaternion quat = new d.Quaternion();
2073
2074 d.Mass tmpdmass = new d.Mass { };
2075 d.Mass objdmass = new d.Mass { };
2076 d.Vector3 dobjpos;
2077 d.Vector3 thispos;
2078
2079 d.BodyGetMass(Body, out objdmass);
2080
2081 // get prim own inertia in its local frame
2082 tmpdmass = primdMass;
2083 mat = d.GeomGetOffsetRotation(prim_geom);
2084 d.MassRotate(ref tmpdmass, ref mat);
2085 // transform to object frame
2086 thispos = d.GeomGetOffsetPosition(prim_geom);
2087 d.MassTranslate(ref tmpdmass,
2088 thispos.X,
2089 thispos.Y,
2090 thispos.Z);
2091
2092 // subtract current prim inertia from object
2093 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2094
2095 // update to new orientation
2096 _orientation = newrot;
2097 quat.X = newrot.X;
2098 quat.Y = newrot.Y;
2099 quat.Z = newrot.Z;
2100 quat.W = newrot.W;
2101 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2102
2103 tmpdmass = primdMass;
2104 mat = d.GeomGetOffsetRotation(prim_geom);
2105 d.MassRotate(ref tmpdmass, ref mat);
2106 d.MassTranslate(ref tmpdmass,
2107 thispos.X,
2108 thispos.Y,
2109 thispos.Z);
2110
2111 d.MassAdd(ref objdmass, ref tmpdmass);
2112
2113 // fix all positions
2114 IntPtr g = d.BodyGetFirstGeom(Body);
2115 while (g != IntPtr.Zero)
2116 {
2117 thispos = d.GeomGetOffsetPosition(g);
2118 thispos.X -= objdmass.c.X;
2119 thispos.Y -= objdmass.c.Y;
2120 thispos.Z -= objdmass.c.Z;
2121 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2122 g = d.dBodyGetNextGeom(g);
2123 }
2124
2125 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2126 // get current object position and rotation
2127 dobjpos = d.BodyGetPosition(Body);
2128
2129 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2130 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2131 d.BodySetMass(Body, ref objdmass);
2132 _mass = objdmass.mass;
2133 }
2134
2135
2136 #region Mass Calculation
2137
2138 private float CalculatePrimVolume()
2139 {
2140 float volume = _size.X * _size.Y * _size.Z; // default
2141 float tmp;
2142
2143 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2144 float hollowVolume = hollowAmount * hollowAmount;
2145
2146 switch (_pbs.ProfileShape)
2147 {
2148 case ProfileShape.Square:
2149 // default box
2150
2151 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2152 {
2153 if (hollowAmount > 0.0)
2154 {
2155 switch (_pbs.HollowShape)
2156 {
2157 case HollowShape.Square:
2158 case HollowShape.Same:
2159 break;
2160
2161 case HollowShape.Circle:
2162
2163 hollowVolume *= 0.78539816339f;
2164 break;
2165
2166 case HollowShape.Triangle:
2167
2168 hollowVolume *= (0.5f * .5f);
2169 break;
2170
2171 default:
2172 hollowVolume = 0;
2173 break;
2174 }
2175 volume *= (1.0f - hollowVolume);
2176 }
2177 }
2178
2179 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2180 {
2181 //a tube
2182
2183 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2184 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2185 volume -= volume * tmp * tmp;
2186
2187 if (hollowAmount > 0.0)
2188 {
2189 hollowVolume *= hollowAmount;
2190
2191 switch (_pbs.HollowShape)
2192 {
2193 case HollowShape.Square:
2194 case HollowShape.Same:
2195 break;
2196
2197 case HollowShape.Circle:
2198 hollowVolume *= 0.78539816339f;
2199 break;
2200
2201 case HollowShape.Triangle:
2202 hollowVolume *= 0.5f * 0.5f;
2203 break;
2204 default:
2205 hollowVolume = 0;
2206 break;
2207 }
2208 volume *= (1.0f - hollowVolume);
2209 }
2210 }
2211
2212 break;
2213
2214 case ProfileShape.Circle:
2215
2216 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2217 {
2218 volume *= 0.78539816339f; // elipse base
2219
2220 if (hollowAmount > 0.0)
2221 {
2222 switch (_pbs.HollowShape)
2223 {
2224 case HollowShape.Same:
2225 case HollowShape.Circle:
2226 break;
2227
2228 case HollowShape.Square:
2229 hollowVolume *= 0.5f * 2.5984480504799f;
2230 break;
2231
2232 case HollowShape.Triangle:
2233 hollowVolume *= .5f * 1.27323954473516f;
2234 break;
2235
2236 default:
2237 hollowVolume = 0;
2238 break;
2239 }
2240 volume *= (1.0f - hollowVolume);
2241 }
2242 }
2243
2244 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2245 {
2246 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2247 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2248 volume *= (1.0f - tmp * tmp);
2249
2250 if (hollowAmount > 0.0)
2251 {
2252
2253 // calculate the hollow volume by it's shape compared to the prim shape
2254 hollowVolume *= hollowAmount;
2255
2256 switch (_pbs.HollowShape)
2257 {
2258 case HollowShape.Same:
2259 case HollowShape.Circle:
2260 break;
2261
2262 case HollowShape.Square:
2263 hollowVolume *= 0.5f * 2.5984480504799f;
2264 break;
2265
2266 case HollowShape.Triangle:
2267 hollowVolume *= .5f * 1.27323954473516f;
2268 break;
2269
2270 default:
2271 hollowVolume = 0;
2272 break;
2273 }
2274 volume *= (1.0f - hollowVolume);
2275 }
2276 }
2277 break;
2278
2279 case ProfileShape.HalfCircle:
2280 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2281 {
2282 volume *= 0.5236f;
2283
2284 if (hollowAmount > 0.0)
2285 {
2286 hollowVolume *= hollowAmount;
2287
2288 switch (_pbs.HollowShape)
2289 {
2290 case HollowShape.Circle:
2291 case HollowShape.Triangle: // diference in sl is minor and odd
2292 case HollowShape.Same:
2293 break;
2294
2295 case HollowShape.Square:
2296 hollowVolume *= 0.909f;
2297 break;
2298
2299 // case HollowShape.Triangle:
2300 // hollowVolume *= .827f;
2301 // break;
2302 default:
2303 hollowVolume = 0;
2304 break;
2305 }
2306 volume *= (1.0f - hollowVolume);
2307 }
2308
2309 }
2310 break;
2311
2312 case ProfileShape.EquilateralTriangle:
2313
2314 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2315 {
2316 volume *= 0.32475953f;
2317
2318 if (hollowAmount > 0.0)
2319 {
2320
2321 // calculate the hollow volume by it's shape compared to the prim shape
2322 switch (_pbs.HollowShape)
2323 {
2324 case HollowShape.Same:
2325 case HollowShape.Triangle:
2326 hollowVolume *= .25f;
2327 break;
2328
2329 case HollowShape.Square:
2330 hollowVolume *= 0.499849f * 3.07920140172638f;
2331 break;
2332
2333 case HollowShape.Circle:
2334 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2335 // Cyllinder hollow volume calculation
2336
2337 hollowVolume *= 0.1963495f * 3.07920140172638f;
2338 break;
2339
2340 default:
2341 hollowVolume = 0;
2342 break;
2343 }
2344 volume *= (1.0f - hollowVolume);
2345 }
2346 }
2347 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2348 {
2349 volume *= 0.32475953f;
2350 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2351 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2352 volume *= (1.0f - tmp * tmp);
2353
2354 if (hollowAmount > 0.0)
2355 {
2356
2357 hollowVolume *= hollowAmount;
2358
2359 switch (_pbs.HollowShape)
2360 {
2361 case HollowShape.Same:
2362 case HollowShape.Triangle:
2363 hollowVolume *= .25f;
2364 break;
2365
2366 case HollowShape.Square:
2367 hollowVolume *= 0.499849f * 3.07920140172638f;
2368 break;
2369
2370 case HollowShape.Circle:
2371
2372 hollowVolume *= 0.1963495f * 3.07920140172638f;
2373 break;
2374
2375 default:
2376 hollowVolume = 0;
2377 break;
2378 }
2379 volume *= (1.0f - hollowVolume);
2380 }
2381 }
2382 break;
2383
2384 default:
2385 break;
2386 }
2387
2388 float taperX1;
2389 float taperY1;
2390 float taperX;
2391 float taperY;
2392 float pathBegin;
2393 float pathEnd;
2394 float profileBegin;
2395 float profileEnd;
2396
2397 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2398 {
2399 taperX1 = _pbs.PathScaleX * 0.01f;
2400 if (taperX1 > 1.0f)
2401 taperX1 = 2.0f - taperX1;
2402 taperX = 1.0f - taperX1;
2403
2404 taperY1 = _pbs.PathScaleY * 0.01f;
2405 if (taperY1 > 1.0f)
2406 taperY1 = 2.0f - taperY1;
2407 taperY = 1.0f - taperY1;
2408 }
2409 else
2410 {
2411 taperX = _pbs.PathTaperX * 0.01f;
2412 if (taperX < 0.0f)
2413 taperX = -taperX;
2414 taperX1 = 1.0f - taperX;
2415
2416 taperY = _pbs.PathTaperY * 0.01f;
2417 if (taperY < 0.0f)
2418 taperY = -taperY;
2419 taperY1 = 1.0f - taperY;
2420 }
2421
2422 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2423
2424 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2425 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2426 volume *= (pathEnd - pathBegin);
2427
2428 // this is crude aproximation
2429 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2430 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2431 volume *= (profileEnd - profileBegin);
2432
2433 return volume;
2434 }
2435
2436
2437 private void CalcPrimBodyData()
2438 {
2439 float volume;
2440
2441 if (prim_geom == IntPtr.Zero)
2442 {
2443 // Ubit let's have a initial basic OOB
2444 primOOBsize.X = _size.X;
2445 primOOBsize.Y = _size.Y;
2446 primOOBsize.Z = _size.Z;
2447 primOOBoffset = Vector3.Zero;
2448 }
2449 else
2450 {
2451 d.AABB AABB;
2452 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2453
2454 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2455 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2456 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2457 if (!hasOOBoffsetFromMesh)
2458 {
2459 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2460 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2461 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2462 }
2463 }
2464
2465 // also its own inertia and mass
2466 // keep using basic shape mass for now
2467 volume = CalculatePrimVolume();
2468
2469 primVolume = volume;
2470 primMass = m_density * volume;
2471
2472 if (primMass <= 0)
2473 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2474 if (primMass > _parent_scene.maximumMassObject)
2475 primMass = _parent_scene.maximumMassObject;
2476
2477 _mass = primMass; // just in case
2478
2479 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2480
2481 d.MassTranslate(ref primdMass,
2482 primOOBoffset.X,
2483 primOOBoffset.Y,
2484 primOOBoffset.Z);
2485
2486 primOOBsize *= 0.5f; // let obb size be a corner coords
2487 primOOBradiusSQ = primOOBsize.LengthSquared();
2488 }
2489
2490
2491 #endregion
2492
2493
2494 /// <summary>
2495 /// Add a child prim to this parent prim.
2496 /// </summary>
2497 /// <param name="prim">Child prim</param>
2498 // I'm the parent
2499 // prim is the child
2500 public void ParentPrim(OdePrim prim)
2501 {
2502 //Console.WriteLine("ParentPrim " + m_primName);
2503 if (this.m_localID != prim.m_localID)
2504 {
2505 DestroyBody(); // for now we need to rebuil entire object on link change
2506
2507 lock (childrenPrim)
2508 {
2509 // adopt the prim
2510 if (!childrenPrim.Contains(prim))
2511 childrenPrim.Add(prim);
2512
2513 // see if this prim has kids and adopt them also
2514 // should not happen for now
2515 foreach (OdePrim prm in prim.childrenPrim)
2516 {
2517 if (!childrenPrim.Contains(prm))
2518 {
2519 if (prm.Body != IntPtr.Zero)
2520 {
2521 if (prm.prim_geom != IntPtr.Zero)
2522 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2523 if (prm.Body != prim.Body)
2524 prm.DestroyBody(); // don't loose bodies around
2525 prm.Body = IntPtr.Zero;
2526 }
2527
2528 childrenPrim.Add(prm);
2529 prm._parent = this;
2530 }
2531 }
2532 }
2533 //Remove old children from the prim
2534 prim.childrenPrim.Clear();
2535
2536 if (prim.Body != IntPtr.Zero)
2537 {
2538 if (prim.prim_geom != IntPtr.Zero)
2539 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2540 prim.DestroyBody(); // don't loose bodies around
2541 prim.Body = IntPtr.Zero;
2542 }
2543
2544 prim.childPrim = true;
2545 prim._parent = this;
2546
2547 MakeBody(); // full nasty reconstruction
2548 }
2549 }
2550
2551 private void UpdateChildsfromgeom()
2552 {
2553 if (childrenPrim.Count > 0)
2554 {
2555 foreach (OdePrim prm in childrenPrim)
2556 prm.UpdateDataFromGeom();
2557 }
2558 }
2559
2560 private void UpdateDataFromGeom()
2561 {
2562 if (prim_geom != IntPtr.Zero)
2563 {
2564 d.Quaternion qtmp;
2565 d.GeomCopyQuaternion(prim_geom, out qtmp);
2566 _orientation.X = qtmp.X;
2567 _orientation.Y = qtmp.Y;
2568 _orientation.Z = qtmp.Z;
2569 _orientation.W = qtmp.W;
2570
2571 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2572 _position.X = lpos.X;
2573 _position.Y = lpos.Y;
2574 _position.Z = lpos.Z;
2575 }
2576 }
2577
2578 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2579 {
2580 // Okay, we have a delinked child.. destroy all body and remake
2581 if (odePrim != this && !childrenPrim.Contains(odePrim))
2582 return;
2583
2584 DestroyBody();
2585
2586 if (odePrim == this) // delinking the root prim
2587 {
2588 OdePrim newroot = null;
2589 lock (childrenPrim)
2590 {
2591 if (childrenPrim.Count > 0)
2592 {
2593 newroot = childrenPrim[0];
2594 childrenPrim.RemoveAt(0);
2595 foreach (OdePrim prm in childrenPrim)
2596 {
2597 newroot.childrenPrim.Add(prm);
2598 }
2599 childrenPrim.Clear();
2600 }
2601 if (newroot != null)
2602 {
2603 newroot.childPrim = false;
2604 newroot._parent = null;
2605 if (remakebodies)
2606 newroot.MakeBody();
2607 }
2608 }
2609 }
2610
2611 else
2612 {
2613 lock (childrenPrim)
2614 {
2615 childrenPrim.Remove(odePrim);
2616 odePrim.childPrim = false;
2617 odePrim._parent = null;
2618 // odePrim.UpdateDataFromGeom();
2619 if (remakebodies)
2620 odePrim.MakeBody();
2621 }
2622 }
2623 if (remakebodies)
2624 MakeBody();
2625 }
2626
2627 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2628 {
2629 // Okay, we have a delinked child.. destroy all body and remake
2630 if (odePrim != this && !childrenPrim.Contains(odePrim))
2631 return;
2632
2633 DestroyBody();
2634
2635 if (odePrim == this)
2636 {
2637 OdePrim newroot = null;
2638 lock (childrenPrim)
2639 {
2640 if (childrenPrim.Count > 0)
2641 {
2642 newroot = childrenPrim[0];
2643 childrenPrim.RemoveAt(0);
2644 foreach (OdePrim prm in childrenPrim)
2645 {
2646 newroot.childrenPrim.Add(prm);
2647 }
2648 childrenPrim.Clear();
2649 }
2650 if (newroot != null)
2651 {
2652 newroot.childPrim = false;
2653 newroot._parent = null;
2654 newroot.MakeBody();
2655 }
2656 }
2657 if (reMakeBody)
2658 MakeBody();
2659 return;
2660 }
2661 else
2662 {
2663 lock (childrenPrim)
2664 {
2665 childrenPrim.Remove(odePrim);
2666 odePrim.childPrim = false;
2667 odePrim._parent = null;
2668 if (reMakeBody)
2669 odePrim.MakeBody();
2670 }
2671 }
2672 MakeBody();
2673 }
2674
2675 #region changes
2676
2677 private void changeadd()
2678 {
2679 CreateGeom();
2680
2681 if (prim_geom != IntPtr.Zero)
2682 {
2683 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2684 d.Quaternion myrot = new d.Quaternion();
2685 myrot.X = _orientation.X;
2686 myrot.Y = _orientation.Y;
2687 myrot.Z = _orientation.Z;
2688 myrot.W = _orientation.W;
2689 d.GeomSetQuaternion(prim_geom, ref myrot);
2690
2691 if (!m_isphysical)
2692 {
2693 SetInStaticSpace(this);
2694 UpdateCollisionCatFlags();
2695 ApplyCollisionCatFlags();
2696 }
2697 else
2698 MakeBody();
2699 }
2700 }
2701
2702 private void changeAngularLock(Vector3 newLock)
2703 {
2704 // do we have a Physical object?
2705 if (Body != IntPtr.Zero)
2706 {
2707 //Check that we have a Parent
2708 //If we have a parent then we're not authorative here
2709 if (_parent == null)
2710 {
2711 if (!newLock.ApproxEquals(Vector3.One, 0f))
2712 {
2713 createAMotor(newLock);
2714 }
2715 else
2716 {
2717 if (Amotor != IntPtr.Zero)
2718 {
2719 d.JointDestroy(Amotor);
2720 Amotor = IntPtr.Zero;
2721 }
2722 }
2723 }
2724 }
2725 // Store this for later in case we get turned into a separate body
2726 m_angularlock = newLock;
2727 }
2728
2729 private void changeLink(OdePrim NewParent)
2730 {
2731 if (_parent == null && NewParent != null)
2732 {
2733 NewParent.ParentPrim(this);
2734 }
2735 else if (_parent != null)
2736 {
2737 if (_parent is OdePrim)
2738 {
2739 if (NewParent != _parent)
2740 {
2741 (_parent as OdePrim).ChildDelink(this, false); // for now...
2742 childPrim = false;
2743
2744 if (NewParent != null)
2745 {
2746 NewParent.ParentPrim(this);
2747 }
2748 }
2749 }
2750 }
2751 _parent = NewParent;
2752 }
2753
2754
2755 private void Stop()
2756 {
2757 if (!childPrim)
2758 {
2759 m_force = Vector3.Zero;
2760 m_forceacc = Vector3.Zero;
2761 m_angularForceacc = Vector3.Zero;
2762 _torque = Vector3.Zero;
2763 _velocity = Vector3.Zero;
2764 _acceleration = Vector3.Zero;
2765 m_rotationalVelocity = Vector3.Zero;
2766 _target_velocity = Vector3.Zero;
2767 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2768 m_vehicle.Stop();
2769 }
2770
2771 if (Body != IntPtr.Zero)
2772 {
2773 d.BodySetForce(Body, 0f, 0f, 0f);
2774 d.BodySetTorque(Body, 0f, 0f, 0f);
2775 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2776 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2777 }
2778 }
2779
2780 private void changePhantomStatus(bool newval)
2781 {
2782 m_isphantom = newval;
2783
2784 UpdateCollisionCatFlags();
2785 ApplyCollisionCatFlags();
2786 }
2787
2788/* not in use
2789 internal void ChildSelectedChange(bool childSelect)
2790 {
2791 if(childPrim)
2792 return;
2793
2794 if (childSelect == m_isSelected)
2795 return;
2796
2797 if (childSelect)
2798 {
2799 DoSelectedStatus(true);
2800 }
2801
2802 else
2803 {
2804 foreach (OdePrim prm in childrenPrim)
2805 {
2806 if (prm.m_isSelected)
2807 return;
2808 }
2809 DoSelectedStatus(false);
2810 }
2811 }
2812*/
2813 private void changeSelectedStatus(bool newval)
2814 {
2815 if (m_lastdoneSelected == newval)
2816 return;
2817
2818 m_lastdoneSelected = newval;
2819 DoSelectedStatus(newval);
2820 }
2821
2822 private void CheckDelaySelect()
2823 {
2824 if (m_delaySelect)
2825 {
2826 DoSelectedStatus(m_isSelected);
2827 }
2828 }
2829
2830 private void DoSelectedStatus(bool newval)
2831 {
2832 m_isSelected = newval;
2833 Stop();
2834
2835 if (newval)
2836 {
2837 if (!childPrim && Body != IntPtr.Zero)
2838 d.BodyDisable(Body);
2839
2840 if (m_delaySelect || m_isphysical)
2841 {
2842 m_collisionCategories = CollisionCategories.Selected;
2843 m_collisionFlags = 0;
2844
2845 if (!childPrim)
2846 {
2847 foreach (OdePrim prm in childrenPrim)
2848 {
2849 prm.m_collisionCategories = m_collisionCategories;
2850 prm.m_collisionFlags = m_collisionFlags;
2851
2852 if (prm.prim_geom != null)
2853 {
2854
2855 if (prm.m_NoColide)
2856 {
2857 d.GeomSetCategoryBits(prm.prim_geom, 0);
2858 d.GeomSetCollideBits(prm.prim_geom, 0);
2859 }
2860 else
2861 {
2862 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2863 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2864 }
2865 }
2866 prm.m_delaySelect = false;
2867 }
2868 }
2869// else if (_parent != null)
2870// ((OdePrim)_parent).ChildSelectedChange(true);
2871
2872
2873 if (prim_geom != null)
2874 {
2875 if (m_NoColide)
2876 {
2877 d.GeomSetCategoryBits(prim_geom, 0);
2878 d.GeomSetCollideBits(prim_geom, 0);
2879 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2880 {
2881 d.GeomSetCategoryBits(collide_geom, 0);
2882 d.GeomSetCollideBits(collide_geom, 0);
2883 }
2884
2885 }
2886 else
2887 {
2888 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2889 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2890 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2891 {
2892 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2893 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2894 }
2895 }
2896 }
2897
2898 m_delaySelect = false;
2899 }
2900 else if(!m_isphysical)
2901 {
2902 m_delaySelect = true;
2903 }
2904 }
2905 else
2906 {
2907 if (!childPrim)
2908 {
2909 if (Body != IntPtr.Zero && !m_disabled)
2910 d.BodyEnable(Body);
2911 }
2912// else if (_parent != null)
2913// ((OdePrim)_parent).ChildSelectedChange(false);
2914
2915 UpdateCollisionCatFlags();
2916 ApplyCollisionCatFlags();
2917
2918 m_delaySelect = false;
2919 }
2920
2921 resetCollisionAccounting();
2922 }
2923
2924 private void changePosition(Vector3 newPos)
2925 {
2926 CheckDelaySelect();
2927 if (m_isphysical)
2928 {
2929 if (childPrim) // inertia is messed, must rebuild
2930 {
2931 if (m_building)
2932 {
2933 _position = newPos;
2934 }
2935
2936 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2937 {
2938 FixInertia(newPos);
2939 if (!d.BodyIsEnabled(Body))
2940 d.BodyEnable(Body);
2941 }
2942 }
2943 else
2944 {
2945 if (_position != newPos)
2946 {
2947 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2948 _position = newPos;
2949 }
2950 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2951 d.BodyEnable(Body);
2952 }
2953 }
2954 else
2955 {
2956 if (prim_geom != IntPtr.Zero)
2957 {
2958 if (newPos != _position)
2959 {
2960 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2961 _position = newPos;
2962
2963 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2964 }
2965 }
2966 }
2967 givefakepos--;
2968 if (givefakepos < 0)
2969 givefakepos = 0;
2970// changeSelectedStatus();
2971 resetCollisionAccounting();
2972 }
2973
2974 private void changeOrientation(Quaternion newOri)
2975 {
2976 CheckDelaySelect();
2977 if (m_isphysical)
2978 {
2979 if (childPrim) // inertia is messed, must rebuild
2980 {
2981 if (m_building)
2982 {
2983 _orientation = newOri;
2984 }
2985/*
2986 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2987 {
2988 FixInertia(_position, newOri);
2989 if (!d.BodyIsEnabled(Body))
2990 d.BodyEnable(Body);
2991 }
2992*/
2993 }
2994 else
2995 {
2996 if (newOri != _orientation)
2997 {
2998 d.Quaternion myrot = new d.Quaternion();
2999 myrot.X = newOri.X;
3000 myrot.Y = newOri.Y;
3001 myrot.Z = newOri.Z;
3002 myrot.W = newOri.W;
3003 d.GeomSetQuaternion(prim_geom, ref myrot);
3004 _orientation = newOri;
3005 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3006 createAMotor(m_angularlock);
3007 }
3008 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3009 d.BodyEnable(Body);
3010 }
3011 }
3012 else
3013 {
3014 if (prim_geom != IntPtr.Zero)
3015 {
3016 if (newOri != _orientation)
3017 {
3018 d.Quaternion myrot = new d.Quaternion();
3019 myrot.X = newOri.X;
3020 myrot.Y = newOri.Y;
3021 myrot.Z = newOri.Z;
3022 myrot.W = newOri.W;
3023 d.GeomSetQuaternion(prim_geom, ref myrot);
3024 _orientation = newOri;
3025 }
3026 }
3027 }
3028 givefakeori--;
3029 if (givefakeori < 0)
3030 givefakeori = 0;
3031 resetCollisionAccounting();
3032 }
3033
3034 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3035 {
3036 CheckDelaySelect();
3037 if (m_isphysical)
3038 {
3039 if (childPrim && m_building) // inertia is messed, must rebuild
3040 {
3041 _position = newPos;
3042 _orientation = newOri;
3043 }
3044 else
3045 {
3046 if (newOri != _orientation)
3047 {
3048 d.Quaternion myrot = new d.Quaternion();
3049 myrot.X = newOri.X;
3050 myrot.Y = newOri.Y;
3051 myrot.Z = newOri.Z;
3052 myrot.W = newOri.W;
3053 d.GeomSetQuaternion(prim_geom, ref myrot);
3054 _orientation = newOri;
3055 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3056 createAMotor(m_angularlock);
3057 }
3058 if (_position != newPos)
3059 {
3060 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3061 _position = newPos;
3062 }
3063 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3064 d.BodyEnable(Body);
3065 }
3066 }
3067 else
3068 {
3069 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3070 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3071
3072 if (prim_geom != IntPtr.Zero)
3073 {
3074 if (newOri != _orientation)
3075 {
3076 d.Quaternion myrot = new d.Quaternion();
3077 myrot.X = newOri.X;
3078 myrot.Y = newOri.Y;
3079 myrot.Z = newOri.Z;
3080 myrot.W = newOri.W;
3081 d.GeomSetQuaternion(prim_geom, ref myrot);
3082 _orientation = newOri;
3083 }
3084
3085 if (newPos != _position)
3086 {
3087 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3088 _position = newPos;
3089
3090 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3091 }
3092 }
3093 }
3094 givefakepos--;
3095 if (givefakepos < 0)
3096 givefakepos = 0;
3097 givefakeori--;
3098 if (givefakeori < 0)
3099 givefakeori = 0;
3100 resetCollisionAccounting();
3101 }
3102
3103
3104 private void changeDisable(bool disable)
3105 {
3106 if (disable)
3107 {
3108 if (!m_disabled)
3109 disableBodySoft();
3110 }
3111 else
3112 {
3113 if (m_disabled)
3114 enableBodySoft();
3115 }
3116 }
3117
3118 private void changePhysicsStatus(bool NewStatus)
3119 {
3120 CheckDelaySelect();
3121
3122 m_isphysical = NewStatus;
3123
3124 if (!childPrim)
3125 {
3126 if (NewStatus)
3127 {
3128 if (Body == IntPtr.Zero)
3129 MakeBody();
3130 }
3131 else
3132 {
3133 if (Body != IntPtr.Zero)
3134 {
3135 DestroyBody();
3136 }
3137 Stop();
3138 }
3139 }
3140
3141 resetCollisionAccounting();
3142 }
3143
3144 private void changeprimsizeshape()
3145 {
3146 CheckDelaySelect();
3147
3148 OdePrim parent = (OdePrim)_parent;
3149
3150 bool chp = childPrim;
3151
3152 if (chp)
3153 {
3154 if (parent != null)
3155 {
3156 parent.DestroyBody();
3157 }
3158 }
3159 else
3160 {
3161 DestroyBody();
3162 }
3163
3164 RemoveGeom();
3165
3166 // we don't need to do space calculation because the client sends a position update also.
3167 if (_size.X <= 0)
3168 _size.X = 0.01f;
3169 if (_size.Y <= 0)
3170 _size.Y = 0.01f;
3171 if (_size.Z <= 0)
3172 _size.Z = 0.01f;
3173 // Construction of new prim
3174
3175 CreateGeom();
3176
3177 if (prim_geom != IntPtr.Zero)
3178 {
3179 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3180 d.Quaternion myrot = new d.Quaternion();
3181 myrot.X = _orientation.X;
3182 myrot.Y = _orientation.Y;
3183 myrot.Z = _orientation.Z;
3184 myrot.W = _orientation.W;
3185 d.GeomSetQuaternion(prim_geom, ref myrot);
3186 }
3187
3188 if (m_isphysical)
3189 {
3190 if (chp)
3191 {
3192 if (parent != null)
3193 {
3194 parent.MakeBody();
3195 }
3196 }
3197 else
3198 MakeBody();
3199 }
3200
3201 else
3202 {
3203 UpdateCollisionCatFlags();
3204 ApplyCollisionCatFlags();
3205 }
3206
3207 resetCollisionAccounting();
3208 }
3209
3210 private void changeSize(Vector3 newSize)
3211 {
3212 _size = newSize;
3213 changeprimsizeshape();
3214 }
3215
3216 private void changeShape(PrimitiveBaseShape newShape)
3217 {
3218 if(newShape != null)
3219 _pbs = newShape;
3220 changeprimsizeshape();
3221 }
3222
3223 private void changeFloatOnWater(bool newval)
3224 {
3225 m_collidesWater = newval;
3226
3227 UpdateCollisionCatFlags();
3228 ApplyCollisionCatFlags();
3229 }
3230
3231 private void changeSetTorque(Vector3 newtorque)
3232 {
3233 if (!m_isSelected)
3234 {
3235 if (m_isphysical && Body != IntPtr.Zero)
3236 {
3237 if (m_disabled)
3238 enableBodySoft();
3239 else if (!d.BodyIsEnabled(Body))
3240 d.BodyEnable(Body);
3241
3242 }
3243 _torque = newtorque;
3244 }
3245 }
3246
3247 private void changeForce(Vector3 force)
3248 {
3249 m_force = force;
3250 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3251 d.BodyEnable(Body);
3252 }
3253
3254
3255 private void changeAddForce(Vector3 theforce)
3256 {
3257 m_forceacc += theforce;
3258 if (!m_isSelected)
3259 {
3260 lock (this)
3261 {
3262 //m_log.Info("[PHYSICS]: dequeing forcelist");
3263 if (m_isphysical && Body != IntPtr.Zero)
3264 {
3265 if (m_disabled)
3266 enableBodySoft();
3267 else if (!d.BodyIsEnabled(Body))
3268 d.BodyEnable(Body);
3269 }
3270 }
3271
3272 m_collisionscore = 0;
3273 }
3274 }
3275
3276 // actually angular impulse
3277 private void changeAddAngularImpulse(Vector3 aimpulse)
3278 {
3279 m_angularForceacc += aimpulse * m_invTimeStep;
3280 if (!m_isSelected)
3281 {
3282 lock (this)
3283 {
3284 if (m_isphysical && Body != IntPtr.Zero)
3285 {
3286 if (m_disabled)
3287 enableBodySoft();
3288 else if (!d.BodyIsEnabled(Body))
3289 d.BodyEnable(Body);
3290 }
3291 }
3292 m_collisionscore = 0;
3293 }
3294 }
3295
3296 private void changevelocity(Vector3 newVel)
3297 {
3298 float len = newVel.LengthSquared();
3299 if (len > 100000.0f) // limit to 100m/s
3300 {
3301 len = 100.0f / (float)Math.Sqrt(len);
3302 newVel *= len;
3303 }
3304
3305 if (!m_isSelected)
3306 {
3307 if (Body != IntPtr.Zero)
3308 {
3309 if (m_disabled)
3310 enableBodySoft();
3311 else if (!d.BodyIsEnabled(Body))
3312 d.BodyEnable(Body);
3313
3314 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3315 }
3316 //resetCollisionAccounting();
3317 }
3318 _velocity = newVel;
3319 }
3320
3321
3322 private void changeangvelocity(Vector3 newAngVel)
3323 {
3324 float len = newAngVel.LengthSquared();
3325 if (len > 144.0f) // limit to 12rad/s
3326 {
3327 len = 12.0f / (float)Math.Sqrt(len);
3328 newAngVel *= len;
3329 }
3330
3331 if (!m_isSelected)
3332 {
3333 if (Body != IntPtr.Zero)
3334 {
3335 if (m_disabled)
3336 enableBodySoft();
3337 else if (!d.BodyIsEnabled(Body))
3338 d.BodyEnable(Body);
3339
3340
3341 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3342 }
3343 //resetCollisionAccounting();
3344 }
3345 m_rotationalVelocity = newAngVel;
3346 }
3347
3348 private void changeVolumedetetion(bool newVolDtc)
3349 {
3350 m_isVolumeDetect = newVolDtc;
3351 m_fakeisVolumeDetect = newVolDtc;
3352 UpdateCollisionCatFlags();
3353 ApplyCollisionCatFlags();
3354 }
3355
3356 protected void changeBuilding(bool newbuilding)
3357 {
3358 // Check if we need to do anything
3359 if (newbuilding == m_building)
3360 return;
3361
3362 if ((bool)newbuilding)
3363 {
3364 m_building = true;
3365 if (!childPrim)
3366 DestroyBody();
3367 }
3368 else
3369 {
3370 m_building = false;
3371 CheckDelaySelect();
3372 if (!childPrim)
3373 MakeBody();
3374 }
3375 if (!childPrim && childrenPrim.Count > 0)
3376 {
3377 foreach (OdePrim prm in childrenPrim)
3378 prm.changeBuilding(m_building); // call directly
3379 }
3380 }
3381
3382 public void changeSetVehicle(VehicleData vdata)
3383 {
3384 if (m_vehicle == null)
3385 m_vehicle = new ODEDynamics(this);
3386 m_vehicle.DoSetVehicle(vdata);
3387 }
3388 private void changeVehicleType(int value)
3389 {
3390 if (value == (int)Vehicle.TYPE_NONE)
3391 {
3392 if (m_vehicle != null)
3393 m_vehicle = null;
3394 }
3395 else
3396 {
3397 if (m_vehicle == null)
3398 m_vehicle = new ODEDynamics(this);
3399
3400 m_vehicle.ProcessTypeChange((Vehicle)value);
3401 }
3402 }
3403
3404 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3405 {
3406 if (m_vehicle == null)
3407 return;
3408
3409 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3410 }
3411
3412 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3413 {
3414 if (m_vehicle == null)
3415 return;
3416 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3417 }
3418
3419 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3420 {
3421 if (m_vehicle == null)
3422 return;
3423 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3424 }
3425
3426 private void changeVehicleFlags(strVehicleBoolParam bp)
3427 {
3428 if (m_vehicle == null)
3429 return;
3430 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3431 }
3432
3433 #endregion
3434
3435 public void Move()
3436 {
3437 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3438 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3439 {
3440 if (!d.BodyIsEnabled(Body))
3441 {
3442 // let vehicles sleep
3443 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3444 return;
3445
3446 if (++bodydisablecontrol < 20)
3447 return;
3448
3449
3450 d.BodyEnable(Body);
3451 }
3452
3453 bodydisablecontrol = 0;
3454
3455 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3456
3457 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3458 {
3459 // 'VEHICLES' are dealt with in ODEDynamics.cs
3460 m_vehicle.Step();
3461 return;
3462 }
3463
3464 float fx = 0;
3465 float fy = 0;
3466 float fz = 0;
3467
3468 float m_mass = _mass;
3469
3470 if (m_usePID && m_PIDTau > 0)
3471 {
3472 // for now position error
3473 _target_velocity =
3474 new Vector3(
3475 (m_PIDTarget.X - lpos.X),
3476 (m_PIDTarget.Y - lpos.Y),
3477 (m_PIDTarget.Z - lpos.Z)
3478 );
3479
3480 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3481 {
3482 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3483 d.BodySetLinearVel(Body, 0, 0, 0);
3484 return;
3485 }
3486 else
3487 {
3488 _zeroFlag = false;
3489
3490 float tmp = 1 / m_PIDTau;
3491 _target_velocity *= tmp;
3492
3493 // apply limits
3494 tmp = _target_velocity.Length();
3495 if (tmp > 50.0f)
3496 {
3497 tmp = 50 / tmp;
3498 _target_velocity *= tmp;
3499 }
3500 else if (tmp < 0.05f)
3501 {
3502 tmp = 0.05f / tmp;
3503 _target_velocity *= tmp;
3504 }
3505
3506 d.Vector3 vel = d.BodyGetLinearVel(Body);
3507 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3508 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3509 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3510// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3511 }
3512 } // end if (m_usePID)
3513
3514 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3515 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3516 {
3517
3518 // Non-Vehicles have a limited set of Hover options.
3519 // determine what our target height really is based on HoverType
3520
3521 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3522
3523 switch (m_PIDHoverType)
3524 {
3525 case PIDHoverType.Ground:
3526 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3527 break;
3528
3529 case PIDHoverType.GroundAndWater:
3530 m_waterHeight = _parent_scene.GetWaterLevel();
3531 if (m_groundHeight > m_waterHeight)
3532 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3533 else
3534 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3535 break;
3536 } // end switch (m_PIDHoverType)
3537
3538 // don't go underground unless volumedetector
3539
3540 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3541 {
3542 d.Vector3 vel = d.BodyGetLinearVel(Body);
3543
3544 fz = (m_targetHoverHeight - lpos.Z);
3545
3546 // if error is zero, use position control; otherwise, velocity control
3547 if (Math.Abs(fz) < 0.01f)
3548 {
3549 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3550 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3551 }
3552 else
3553 {
3554 _zeroFlag = false;
3555 fz /= m_PIDHoverTau;
3556
3557 float tmp = Math.Abs(fz);
3558 if (tmp > 50)
3559 fz = 50 * Math.Sign(fz);
3560 else if (tmp < 0.1)
3561 fz = 0.1f * Math.Sign(fz);
3562
3563 fz = ((fz - vel.Z) * m_invTimeStep);
3564 }
3565 }
3566 }
3567 else
3568 {
3569 float b = (1.0f - m_buoyancy);
3570 fx = _parent_scene.gravityx * b;
3571 fy = _parent_scene.gravityy * b;
3572 fz = _parent_scene.gravityz * b;
3573 }
3574
3575 fx *= m_mass;
3576 fy *= m_mass;
3577 fz *= m_mass;
3578
3579 // constant force
3580 fx += m_force.X;
3581 fy += m_force.Y;
3582 fz += m_force.Z;
3583
3584 fx += m_forceacc.X;
3585 fy += m_forceacc.Y;
3586 fz += m_forceacc.Z;
3587
3588 m_forceacc = Vector3.Zero;
3589
3590 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3591 if (fx != 0 || fy != 0 || fz != 0)
3592 {
3593 d.BodyAddForce(Body, fx, fy, fz);
3594 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3595 }
3596
3597 Vector3 trq;
3598
3599 trq = _torque;
3600 trq += m_angularForceacc;
3601 m_angularForceacc = Vector3.Zero;
3602 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3603 {
3604 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3605 }
3606 }
3607 else
3608 { // is not physical, or is not a body or is selected
3609 // _zeroPosition = d.BodyGetPosition(Body);
3610 return;
3611 //Console.WriteLine("Nothing " + Name);
3612
3613 }
3614 }
3615
3616 public void UpdatePositionAndVelocity()
3617 {
3618 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3619 {
3620 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3621 {
3622 bool lastZeroFlag = _zeroFlag;
3623
3624 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3625
3626 // check outside region
3627 if (lpos.Z < -100 || lpos.Z > 100000f)
3628 {
3629 m_outbounds = true;
3630
3631 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3632 _acceleration.X = 0;
3633 _acceleration.Y = 0;
3634 _acceleration.Z = 0;
3635
3636 _velocity.X = 0;
3637 _velocity.Y = 0;
3638 _velocity.Z = 0;
3639 m_rotationalVelocity.X = 0;
3640 m_rotationalVelocity.Y = 0;
3641 m_rotationalVelocity.Z = 0;
3642
3643 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3644 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3645 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3646 m_lastposition = _position;
3647 m_lastorientation = _orientation;
3648
3649 base.RequestPhysicsterseUpdate();
3650
3651// throttleCounter = 0;
3652 _zeroFlag = true;
3653
3654 disableBodySoft(); // disable it and colisions
3655 base.RaiseOutOfBounds(_position);
3656 return;
3657 }
3658
3659 if (lpos.X < 0f)
3660 {
3661 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3662 m_outbounds = true;
3663 }
3664 else if (lpos.X > _parent_scene.WorldExtents.X)
3665 {
3666 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3667 m_outbounds = true;
3668 }
3669 if (lpos.Y < 0f)
3670 {
3671 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3672 m_outbounds = true;
3673 }
3674 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3675 {
3676 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3677 m_outbounds = true;
3678 }
3679
3680 if (m_outbounds)
3681 {
3682 m_lastposition = _position;
3683 m_lastorientation = _orientation;
3684
3685 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3686 m_rotationalVelocity.X = dtmp.X;
3687 m_rotationalVelocity.Y = dtmp.Y;
3688 m_rotationalVelocity.Z = dtmp.Z;
3689
3690 dtmp = d.BodyGetLinearVel(Body);
3691 _velocity.X = dtmp.X;
3692 _velocity.Y = dtmp.Y;
3693 _velocity.Z = dtmp.Z;
3694
3695 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3696 d.BodySetAngularVel(Body, 0, 0, 0);
3697 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3698 disableBodySoft(); // stop collisions
3699 UnSubscribeEvents();
3700
3701 base.RequestPhysicsterseUpdate();
3702 return;
3703 }
3704
3705 d.Quaternion ori;
3706 d.GeomCopyQuaternion(prim_geom, out ori);
3707
3708 // decide if moving
3709 // use positions since this are integrated quantities
3710 // tolerance values depende a lot on simulation noise...
3711 // use simple math.abs since we dont need to be exact
3712
3713 if (
3714 (Math.Abs(_position.X - lpos.X) < 0.001f)
3715 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3716 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3717 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3718 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3719 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3720 )
3721 {
3722 _zeroFlag = true;
3723 }
3724 else
3725 _zeroFlag = false;
3726
3727 // update velocities and aceleration
3728 if (!(_zeroFlag && lastZeroFlag))
3729 {
3730 d.Vector3 vel = d.BodyGetLinearVel(Body);
3731
3732 _acceleration = _velocity;
3733
3734 if ((Math.Abs(vel.X) < 0.001f) &&
3735 (Math.Abs(vel.Y) < 0.001f) &&
3736 (Math.Abs(vel.Z) < 0.001f))
3737 {
3738 _velocity = Vector3.Zero;
3739 float t = -m_invTimeStep;
3740 _acceleration = _acceleration * t;
3741 }
3742 else
3743 {
3744 _velocity.X = vel.X;
3745 _velocity.Y = vel.Y;
3746 _velocity.Z = vel.Z;
3747 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3748 }
3749
3750 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3751 (Math.Abs(_acceleration.Y) < 0.01f) &&
3752 (Math.Abs(_acceleration.Z) < 0.01f))
3753 {
3754 _acceleration = Vector3.Zero;
3755 }
3756
3757 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3758 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3759 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3760 )
3761 {
3762 m_rotationalVelocity = Vector3.Zero;
3763 }
3764 else
3765 {
3766 vel = d.BodyGetAngularVel(Body);
3767 m_rotationalVelocity.X = vel.X;
3768 m_rotationalVelocity.Y = vel.Y;
3769 m_rotationalVelocity.Z = vel.Z;
3770 }
3771 }
3772
3773 if (_zeroFlag)
3774 {
3775 if (lastZeroFlag)
3776 {
3777 _velocity = Vector3.Zero;
3778 _acceleration = Vector3.Zero;
3779 m_rotationalVelocity = Vector3.Zero;
3780 }
3781
3782 if (!m_lastUpdateSent)
3783 {
3784 base.RequestPhysicsterseUpdate();
3785 if (lastZeroFlag)
3786 m_lastUpdateSent = true;
3787 }
3788 return;
3789 }
3790
3791 _position.X = lpos.X;
3792 _position.Y = lpos.Y;
3793 _position.Z = lpos.Z;
3794
3795 _orientation.X = ori.X;
3796 _orientation.Y = ori.Y;
3797 _orientation.Z = ori.Z;
3798 _orientation.W = ori.W;
3799 base.RequestPhysicsterseUpdate();
3800 m_lastUpdateSent = false;
3801 }
3802 }
3803 }
3804
3805 internal static bool QuaternionIsFinite(Quaternion q)
3806 {
3807 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3808 return false;
3809 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3810 return false;
3811 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3812 return false;
3813 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3814 return false;
3815 return true;
3816 }
3817
3818 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3819 {
3820 // assumes object center of mass is zero
3821 float smass = part.mass;
3822 theobj.mass -= smass;
3823
3824 smass *= 1.0f / (theobj.mass); ;
3825
3826 theobj.c.X -= part.c.X * smass;
3827 theobj.c.Y -= part.c.Y * smass;
3828 theobj.c.Z -= part.c.Z * smass;
3829
3830 theobj.I.M00 -= part.I.M00;
3831 theobj.I.M01 -= part.I.M01;
3832 theobj.I.M02 -= part.I.M02;
3833 theobj.I.M10 -= part.I.M10;
3834 theobj.I.M11 -= part.I.M11;
3835 theobj.I.M12 -= part.I.M12;
3836 theobj.I.M20 -= part.I.M20;
3837 theobj.I.M21 -= part.I.M21;
3838 theobj.I.M22 -= part.I.M22;
3839 }
3840
3841 private void donullchange()
3842 {
3843 }
3844
3845 public bool DoAChange(changes what, object arg)
3846 {
3847 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3848 {
3849 return false;
3850 }
3851
3852 // nasty switch
3853 switch (what)
3854 {
3855 case changes.Add:
3856 changeadd();
3857 break;
3858 case changes.Remove:
3859 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3860 //When we return true, it destroys all of the prims in the linkset anyway
3861 if (_parent != null)
3862 {
3863 OdePrim parent = (OdePrim)_parent;
3864 parent.ChildRemove(this, false);
3865 }
3866 else
3867 ChildRemove(this, false);
3868
3869 m_vehicle = null;
3870 RemoveGeom();
3871 m_targetSpace = IntPtr.Zero;
3872 UnSubscribeEvents();
3873 return true;
3874
3875 case changes.Link:
3876 OdePrim tmp = (OdePrim)arg;
3877 changeLink(tmp);
3878 break;
3879
3880 case changes.DeLink:
3881 changeLink(null);
3882 break;
3883
3884 case changes.Position:
3885 changePosition((Vector3)arg);
3886 break;
3887
3888 case changes.Orientation:
3889 changeOrientation((Quaternion)arg);
3890 break;
3891
3892 case changes.PosOffset:
3893 donullchange();
3894 break;
3895
3896 case changes.OriOffset:
3897 donullchange();
3898 break;
3899
3900 case changes.Velocity:
3901 changevelocity((Vector3)arg);
3902 break;
3903
3904// case changes.Acceleration:
3905// changeacceleration((Vector3)arg);
3906// break;
3907
3908 case changes.AngVelocity:
3909 changeangvelocity((Vector3)arg);
3910 break;
3911
3912 case changes.Force:
3913 changeForce((Vector3)arg);
3914 break;
3915
3916 case changes.Torque:
3917 changeSetTorque((Vector3)arg);
3918 break;
3919
3920 case changes.AddForce:
3921 changeAddForce((Vector3)arg);
3922 break;
3923
3924 case changes.AddAngForce:
3925 changeAddAngularImpulse((Vector3)arg);
3926 break;
3927
3928 case changes.AngLock:
3929 changeAngularLock((Vector3)arg);
3930 break;
3931
3932 case changes.Size:
3933 changeSize((Vector3)arg);
3934 break;
3935
3936 case changes.Shape:
3937 changeShape((PrimitiveBaseShape)arg);
3938 break;
3939
3940 case changes.CollidesWater:
3941 changeFloatOnWater((bool)arg);
3942 break;
3943
3944 case changes.VolumeDtc:
3945 changeVolumedetetion((bool)arg);
3946 break;
3947
3948 case changes.Phantom:
3949 changePhantomStatus((bool)arg);
3950 break;
3951
3952 case changes.Physical:
3953 changePhysicsStatus((bool)arg);
3954 break;
3955
3956 case changes.Selected:
3957 changeSelectedStatus((bool)arg);
3958 break;
3959
3960 case changes.disabled:
3961 changeDisable((bool)arg);
3962 break;
3963
3964 case changes.building:
3965 changeBuilding((bool)arg);
3966 break;
3967
3968 case changes.VehicleType:
3969 changeVehicleType((int)arg);
3970 break;
3971
3972 case changes.VehicleFlags:
3973 changeVehicleFlags((strVehicleBoolParam) arg);
3974 break;
3975
3976 case changes.VehicleFloatParam:
3977 changeVehicleFloatParam((strVehicleFloatParam) arg);
3978 break;
3979
3980 case changes.VehicleVectorParam:
3981 changeVehicleVectorParam((strVehicleVectorParam) arg);
3982 break;
3983
3984 case changes.VehicleRotationParam:
3985 changeVehicleRotationParam((strVehicleQuatParam) arg);
3986 break;
3987
3988 case changes.SetVehicle:
3989 changeSetVehicle((VehicleData) arg);
3990 break;
3991 case changes.Null:
3992 donullchange();
3993 break;
3994
3995 default:
3996 donullchange();
3997 break;
3998 }
3999 return false;
4000 }
4001
4002 public void AddChange(changes what, object arg)
4003 {
4004 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4005 }
4006
4007
4008 private struct strVehicleBoolParam
4009 {
4010 public int param;
4011 public bool value;
4012 }
4013
4014 private struct strVehicleFloatParam
4015 {
4016 public int param;
4017 public float value;
4018 }
4019
4020 private struct strVehicleQuatParam
4021 {
4022 public int param;
4023 public Quaternion value;
4024 }
4025
4026 private struct strVehicleVectorParam
4027 {
4028 public int param;
4029 public Vector3 value;
4030 }
4031 }
4032}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..21fe9c0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,624 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 /*
474 string name;
475
476 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
477 return;
478
479 if (name == "Terrain")
480 {
481 // land colision
482 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
483 return;
484 }
485 else if (name == "Water")
486 {
487 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
488 return;
489 }
490 else
491 return;
492 */
493 return;
494 }
495 else
496 {
497 switch (p2.PhysicsActorType)
498 {
499 case (int)ActorTypes.Prim:
500
501 RayFilterFlags thisFlags;
502
503 if (p2.IsPhysical)
504 thisFlags = RayFilterFlags.physical;
505 else
506 thisFlags = RayFilterFlags.nonphysical;
507
508 if (p2.Phantom)
509 thisFlags |= RayFilterFlags.phantom;
510
511 if (p2.IsVolumeDtc)
512 thisFlags |= RayFilterFlags.volumedtc;
513
514 if ((thisFlags & CurrentRayFilter) == 0)
515 return;
516
517 ID = ((OdePrim)p2).LocalID;
518 break;
519
520 case (int)ActorTypes.Agent:
521
522 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
523 return;
524 else
525 ID = ((OdeCharacter)p2).LocalID;
526 break;
527
528 case (int)ActorTypes.Ground:
529
530 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
531 return;
532 break;
533
534 case (int)ActorTypes.Water:
535
536 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
537 return;
538 break;
539
540 default:
541 return;
542 break;
543 }
544 }
545
546 d.ContactGeom curcontact = new d.ContactGeom();
547
548 // closestHit for now only works for meshs, so must do it for others
549 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
550 {
551 // Loop all contacts, build results.
552 for (int i = 0; i < count; i++)
553 {
554 if (!GetCurContactGeom(i, ref curcontact))
555 break;
556
557 ContactResult collisionresult = new ContactResult();
558 collisionresult.ConsumerID = ID;
559 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
560 collisionresult.Depth = curcontact.depth;
561 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
562 curcontact.normal.Z);
563 lock (m_contactResults)
564 {
565 m_contactResults.Add(collisionresult);
566 if (m_contactResults.Count >= CurrentMaxCount)
567 return;
568 }
569 }
570 }
571 else
572 {
573 // keep only closest contact
574 ContactResult collisionresult = new ContactResult();
575 collisionresult.ConsumerID = ID;
576 collisionresult.Depth = float.MaxValue;
577
578 for (int i = 0; i < count; i++)
579 {
580 if (!GetCurContactGeom(i, ref curcontact))
581 break;
582
583 if (curcontact.depth < collisionresult.Depth)
584 {
585 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
586 collisionresult.Depth = curcontact.depth;
587 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
588 curcontact.normal.Z);
589 }
590 }
591
592 if (collisionresult.Depth != float.MaxValue)
593 {
594 lock (m_contactResults)
595 m_contactResults.Add(collisionresult);
596 }
597 }
598 }
599
600 /// <summary>
601 /// Dereference the creator scene so that it can be garbage collected if needed.
602 /// </summary>
603 internal void Dispose()
604 {
605 m_scene = null;
606 if (ray != IntPtr.Zero)
607 {
608 d.GeomDestroy(ray);
609 ray = IntPtr.Zero;
610 }
611 }
612 }
613
614 public struct ODERayRequest
615 {
616 public IntPtr geom;
617 public Vector3 Origin;
618 public Vector3 Normal;
619 public int Count;
620 public float length;
621 public object callbackMethod;
622 public RayFilterFlags filter;
623 }
624} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..403a4ce
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2014 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 public const uint CONTACTS_UNIMPORTANT = 0x80000000;
65
66 #region Flags and Enumerations
67
68 [Flags]
69 public enum AllocateODEDataFlags : uint
70 {
71 BasicData = 0,
72 CollisionData = 0x00000001,
73 All = ~0u
74 }
75
76 [Flags]
77 public enum IniteODEFlags : uint
78 {
79 dInitFlagManualThreadCleanup = 0x00000001
80 }
81
82 [Flags]
83 public enum ContactFlags : int
84 {
85 Mu2 = 0x001,
86 FDir1 = 0x002,
87 Bounce = 0x004,
88 SoftERP = 0x008,
89 SoftCFM = 0x010,
90 Motion1 = 0x020,
91 Motion2 = 0x040,
92 MotionN = 0x080,
93 Slip1 = 0x100,
94 Slip2 = 0x200,
95 Approx0 = 0x0000,
96 Approx1_1 = 0x1000,
97 Approx1_2 = 0x2000,
98 Approx1 = 0x3000
99 }
100
101 public enum GeomClassID : int
102 {
103 SphereClass,
104 BoxClass,
105 CapsuleClass,
106 CylinderClass,
107 PlaneClass,
108 RayClass,
109 ConvexClass,
110 GeomTransformClass,
111 TriMeshClass,
112 HeightfieldClass,
113 FirstSpaceClass,
114 SimpleSpaceClass = FirstSpaceClass,
115 HashSpaceClass,
116 QuadTreeSpaceClass,
117 LastSpaceClass = QuadTreeSpaceClass,
118 UbitTerrainClass,
119 FirstUserClass,
120 LastUserClass = FirstUserClass + MaxUserClasses - 1,
121 NumClasses,
122 MaxUserClasses = 5
123 }
124
125 public enum JointType : int
126 {
127 None,
128 Ball,
129 Hinge,
130 Slider,
131 Contact,
132 Universal,
133 Hinge2,
134 Fixed,
135 Null,
136 AMotor,
137 LMotor,
138 Plane2D
139 }
140
141 public enum JointParam : int
142 {
143 LoStop,
144 HiStop,
145 Vel,
146 FMax,
147 FudgeFactor,
148 Bounce,
149 CFM,
150 StopERP,
151 StopCFM,
152 SuspensionERP,
153 SuspensionCFM,
154 LoStop2 = 256,
155 HiStop2,
156 Vel2,
157 FMax2,
158 FudgeFactor2,
159 Bounce2,
160 CFM2,
161 StopERP2,
162 StopCFM2,
163 SuspensionERP2,
164 SuspensionCFM2,
165 LoStop3 = 512,
166 HiStop3,
167 Vel3,
168 FMax3,
169 FudgeFactor3,
170 Bounce3,
171 CFM3,
172 StopERP3,
173 StopCFM3,
174 SuspensionERP3,
175 SuspensionCFM3
176 }
177
178 public enum dSweepAndPruneAxis : int
179 {
180 XYZ = ((0)|(1<<2)|(2<<4)),
181 XZY = ((0)|(2<<2)|(1<<4)),
182 YXZ = ((1)|(0<<2)|(2<<4)),
183 YZX = ((1)|(2<<2)|(0<<4)),
184 ZXY = ((2)|(0<<2)|(1<<4)),
185 ZYX = ((2)|(1<<2)|(0<<4))
186 }
187
188 #endregion
189
190 #region Callbacks
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate ColliderFn GetColliderFnFn(int num);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate void GeomDtorFn(IntPtr o);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
218
219 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
220 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
221
222 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
223 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
224
225 #endregion
226
227 #region Structs
228
229 [StructLayout(LayoutKind.Sequential)]
230 public struct AABB
231 {
232 public dReal MinX, MaxX;
233 public dReal MinY, MaxY;
234 public dReal MinZ, MaxZ;
235 }
236
237
238 [StructLayout(LayoutKind.Sequential)]
239 public struct Contact
240 {
241 public SurfaceParameters surface;
242 public ContactGeom geom;
243 public Vector3 fdir1;
244 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
245 }
246
247
248 [StructLayout(LayoutKind.Sequential)]
249 public struct ContactGeom
250 {
251
252 public Vector3 pos;
253 public Vector3 normal;
254 public dReal depth;
255 public IntPtr g1;
256 public IntPtr g2;
257 public int side1;
258 public int side2;
259 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
260 }
261
262 [StructLayout(LayoutKind.Sequential)]
263 public struct GeomClass
264 {
265 public int bytes;
266 public GetColliderFnFn collider;
267 public GetAABBFn aabb;
268 public AABBTestFn aabb_test;
269 public GeomDtorFn dtor;
270 }
271
272
273 [StructLayout(LayoutKind.Sequential)]
274 public struct JointFeedback
275 {
276 public Vector3 f1;
277 public Vector3 t1;
278 public Vector3 f2;
279 public Vector3 t2;
280 }
281
282
283 [StructLayout(LayoutKind.Sequential)]
284 public struct Mass
285 {
286 public dReal mass;
287 public Vector4 c;
288 public Matrix3 I;
289 }
290
291
292 [StructLayout(LayoutKind.Sequential)]
293 public struct Matrix3
294 {
295 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
296 {
297 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
298 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
299 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
300 }
301 public dReal M00, M10, M20;
302 private dReal _m30;
303 public dReal M01, M11, M21;
304 private dReal _m31;
305 public dReal M02, M12, M22;
306 private dReal _m32;
307 }
308
309 [StructLayout(LayoutKind.Sequential)]
310 public struct Matrix4
311 {
312 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
313 dReal m01, dReal m11, dReal m21, dReal m31,
314 dReal m02, dReal m12, dReal m22, dReal m32,
315 dReal m03, dReal m13, dReal m23, dReal m33)
316 {
317 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
318 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
319 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
320 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
321 }
322 public dReal M00, M10, M20, M30;
323 public dReal M01, M11, M21, M31;
324 public dReal M02, M12, M22, M32;
325 public dReal M03, M13, M23, M33;
326 }
327
328 [StructLayout(LayoutKind.Sequential)]
329 public struct Quaternion
330 {
331 public dReal W, X, Y, Z;
332 }
333
334
335 [StructLayout(LayoutKind.Sequential)]
336 public struct SurfaceParameters
337 {
338 public ContactFlags mode;
339 public dReal mu;
340 public dReal mu2;
341 public dReal bounce;
342 public dReal bounce_vel;
343 public dReal soft_erp;
344 public dReal soft_cfm;
345 public dReal motion1;
346 public dReal motion2;
347 public dReal motionN;
348 public dReal slip1;
349 public dReal slip2;
350 }
351
352
353 [StructLayout(LayoutKind.Sequential)]
354 public struct Vector3
355 {
356 public Vector3(dReal x, dReal y, dReal z)
357 {
358 X = x; Y = y; Z = z; _w = 0.0f;
359 }
360 public dReal X, Y, Z;
361 private dReal _w;
362 }
363
364
365 [StructLayout(LayoutKind.Sequential)]
366 public struct Vector4
367 {
368 public Vector4(dReal x, dReal y, dReal z, dReal w)
369 {
370 X = x; Y = y; Z = z; W = w;
371 }
372 public dReal X, Y, Z, W;
373 }
374
375 #endregion
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
378 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
381 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
384 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
423 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
424
425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
426 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
427
428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
429 public static extern IntPtr BodyiCreate(IntPtr world);
430 public static IntPtr BodyCreate(IntPtr world)
431 {
432 NTotalBodies++;
433 return BodyiCreate(world);
434 }
435
436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
437 public static extern void BodyiDestroy(IntPtr body);
438 public static void BodyDestroy(IntPtr body)
439 {
440 NTotalBodies--;
441 BodyiDestroy(body);
442 }
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
445 public static extern void BodyDisable(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
448 public static extern void BodyEnable(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
451 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
454 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
457 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
463 public static extern int BodyGetAutoDisableSteps(IntPtr body);
464
465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
466 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
467
468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
469 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
470 public static Vector3 BodyGetAngularVel(IntPtr body)
471 {
472 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
473 }
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
476 public static extern IntPtr BodyGetData(IntPtr body);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
479 public static extern int BodyGetFiniteRotationMode(IntPtr body);
480
481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
482 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
483
484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
485 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
486 public static Vector3 BodyGetForce(IntPtr body)
487 {
488 unsafe { return *(BodyGetForceUnsafe(body)); }
489 }
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
492 public static extern bool BodyGetGravityMode(IntPtr body);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
495 public static extern int BodyGetGyroscopicMode(IntPtr body);
496
497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
498 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
499
500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
501 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
502 public static Vector3 BodyGetLinearVel(IntPtr body)
503 {
504 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
505 }
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetMass(IntPtr body, out Mass mass);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
511 public static extern int BodyGetNumJoints(IntPtr body);
512
513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
514 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
515
516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
517 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
518 public static Vector3 BodyGetPosition(IntPtr body)
519 {
520 unsafe { return *(BodyGetPositionUnsafe(body)); }
521 }
522
523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
524 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
525
526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
527 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
528 public static Quaternion BodyGetQuaternion(IntPtr body)
529 {
530 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
531 }
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
534 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
535
536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
537 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
538
539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
540 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
541 public static Matrix3 BodyGetRotation(IntPtr body)
542 {
543 unsafe { return *(BodyGetRotationUnsafe(body)); }
544 }
545
546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
547 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
548 public static Vector3 BodyGetTorque(IntPtr body)
549 {
550 unsafe { return *(BodyGetTorqueUnsafe(body)); }
551 }
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr BodyGetWorld(IntPtr body);
555
556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
557 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
558
559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
560 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
561
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
564 public static extern bool BodyIsEnabled(IntPtr body);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableDefaults(IntPtr body);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetData(IntPtr body, IntPtr data);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern dReal BodyGetLinearDamping(IntPtr body);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
606 public static extern dReal BodyGetAngularDamping(IntPtr body);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
618 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
621 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
622
623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
624 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
625
626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
627 public static extern void BodySetGravityMode(IntPtr body, bool mode);
628
629 /// <summary>
630 /// Sets the Gyroscopic term status on the body specified.
631 /// </summary>
632 /// <param name="body">Pointer to body</param>
633 /// <param name="enabled">NonZero enabled, Zero disabled</param>
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
635 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetMass(IntPtr body, ref Mass mass);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
662 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
663
664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
665 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
666
667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
668 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
669 ref Vector3 side1, ref Vector3 p2,
670 ref Matrix3 R2, ref Vector3 side2,
671 ref Vector3 normal, out dReal depth, out int return_code,
672 int maxc, out ContactGeom contact, int skip);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
675 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
676 ref Vector3 side1, ref Vector3 _p2,
677 ref Matrix3 R2, ref Vector3 side2);
678
679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
680 public static extern void CleanupODEAllDataForThread();
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
683 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
684 ref Vector3 b1, ref Vector3 b2,
685 ref Vector3 cp1, ref Vector3 cp2);
686
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
688 public static extern void CloseODE();
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
693 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
694
695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
696 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
697
698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
699 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
700 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
701 {
702 NTotalGeoms++;
703 return CreateiBox(space, lx, ly, lz);
704 }
705
706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
707 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
708 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
709 {
710 NTotalGeoms++;
711 return CreateiCapsule(space, radius, length);
712 }
713
714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
715 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
716 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
717 {
718 NTotalGeoms++;
719 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
720 }
721
722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
723 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
724 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
725 {
726 NTotalGeoms++;
727 return CreateiCylinder(space, radius, length);
728 }
729
730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
731 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
732 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
733 {
734 NTotalGeoms++;
735 return CreateiHeightfield(space, data, bPlaceable);
736 }
737
738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
739 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
740 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
741 {
742 NTotalGeoms++;
743 return CreateiUbitTerrain(space, data, bPlaceable);
744 }
745
746
747
748
749
750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
751 public static extern IntPtr CreateiGeom(int classnum);
752 public static IntPtr CreateGeom(int classnum)
753 {
754 NTotalGeoms++;
755 return CreateiGeom(classnum);
756 }
757
758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
759 public static extern int CreateGeomClass(ref GeomClass classptr);
760
761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
762 public static extern IntPtr CreateGeomTransform(IntPtr space);
763
764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
765 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
766 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
767 {
768 NTotalGeoms++;
769 return CreateiPlane(space, a, b, c, d);
770 }
771
772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
773 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
774 public static IntPtr CreateRay(IntPtr space, dReal length)
775 {
776 NTotalGeoms++;
777 return CreateiRay(space, length);
778 }
779
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
781 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
782 public static IntPtr CreateSphere(IntPtr space, dReal radius)
783 {
784 NTotalGeoms++;
785 return CreateiSphere(space, radius);
786 }
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
789 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
791 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
792 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
793 {
794 NTotalGeoms++;
795 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
796 }
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
801 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
804 public static extern int FactorCholesky(ref dReal A00, int n);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
807 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
816 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
819 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
825 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
828 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
831 public static extern void GeomClearOffset(IntPtr geom);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
846 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
849 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
853
854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
855 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
856
857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
858 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomiDestroy(IntPtr geom);
871 public static void GeomDestroy(IntPtr geom)
872 {
873 NTotalGeoms--;
874 GeomiDestroy(geom);
875 }
876
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
879 public static extern void GeomDisable(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
882 public static extern void GeomEnable(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
885 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
888 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
891 public static extern IntPtr GeomGetBody(IntPtr geom);
892
893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
894 public static extern uint GeomGetCategoryBits(IntPtr geom);
895
896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
897 public static extern IntPtr GeomGetClassData(IntPtr geom);
898
899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
900 public static extern uint GeomGetCollideBits(IntPtr geom);
901
902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
903 public static extern GeomClassID GeomGetClass(IntPtr geom);
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
906 public static extern IntPtr GeomGetData(IntPtr geom);
907
908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
909 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
910 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
911 {
912 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
913 }
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
916 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
917 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
918 {
919 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
920 }
921
922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
923 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
924 public static Vector3 GeomGetPosition(IntPtr geom)
925 {
926 unsafe { return *(GeomGetPositionUnsafe(geom)); }
927 }
928
929 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
930 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
934
935 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
936 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
937 public static Matrix3 GeomGetRotation(IntPtr geom)
938 {
939 unsafe { return *(GeomGetRotationUnsafe(geom)); }
940 }
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
943 public static extern IntPtr GeomGetSpace(IntPtr geom);
944
945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
946 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
947 dReal width, dReal depth, int widthSamples, int depthSamples,
948 dReal scale, dReal offset, dReal thickness, int bWrap);
949
950 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
951 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
952 dReal width, dReal depth, int widthSamples, int depthSamples,
953 dReal scale, dReal offset, dReal thickness, int bWrap);
954
955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
956 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
957 dReal width, dReal depth, int widthSamples, int depthSamples,
958 dReal scale, dReal offset, dReal thickness, int bWrap);
959
960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
961 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
962 dReal width, dReal depth, int widthSamples, int depthSamples,
963 dReal scale, dReal offset, dReal thickness, int bWrap);
964
965 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
966 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
967 dReal width, dReal depth, int widthSamples, int depthSamples,
968 dReal scale, dReal offset, dReal thickness, int bWrap);
969
970 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
971 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
972 dReal width, dReal depth, int widthSamples, int depthSamples,
973 dReal scale, dReal offset, dReal thickness, int bWrap);
974
975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
976 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
977 dReal width, dReal depth, int widthSamples, int depthSamples,
978 dReal scale, dReal offset, dReal thickness, int bWrap);
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
982 dReal width, dReal depth, int widthSamples, int depthSamples,
983 dReal scale, dReal offset, dReal thickness, int bWrap);
984
985
986
987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
988 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
989 dReal width, dReal depth, int widthSamples, int depthSamples,
990 dReal scale, dReal offset, dReal thickness, int bWrap);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
993 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
994 dReal width, dReal depth, int widthSamples, int depthSamples,
995 dReal scale, dReal offset, dReal thickness, int bWrap);
996
997 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
998 public static extern IntPtr GeomHeightfieldDataCreate();
999
1000 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
1001 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1002
1003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1004 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1005
1006 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1007 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1008
1009 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1010 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1011
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1015 dReal sampleSize, int widthSamples, int depthSamples,
1016 dReal offset, dReal thickness, int bWrap);
1017
1018 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1019 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1020 dReal sampleSize, int widthSamples, int depthSamples,
1021 dReal thickness, int bWrap);
1022
1023 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1024 public static extern IntPtr GeomUbitTerrainDataCreate();
1025
1026 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1027 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1031
1032 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1033 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1034
1035 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1036 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1037
1038
1039 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1040 public static extern bool GeomIsEnabled(IntPtr geom);
1041
1042 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1043 public static extern bool GeomIsOffset(IntPtr geom);
1044
1045 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1046 public static extern bool GeomIsSpace(IntPtr geom);
1047
1048 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1049 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1050
1051 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1052 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1053
1054 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1055 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1056
1057 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1058 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1059
1060 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1061 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1062
1063 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1064 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1065
1066 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1067 public static extern int GeomRayGetClosestHit(IntPtr ray);
1068
1069 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1070 public static extern dReal GeomRayGetLength(IntPtr ray);
1071
1072 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1073 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1074
1075 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1076 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1077
1078 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1079 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1080
1081 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1082 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1083
1084 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1085 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1086
1087 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1088 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1089
1090 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1091 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1092
1093 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1094 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1095
1096 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1097 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1098
1099 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1100 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1101
1102 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1103 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1104
1105 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1106 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1107
1108 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1109 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1110
1111 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1112 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1113
1114 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1115 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1116
1117 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1118 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1119
1120 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1121 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1122
1123 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1124 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1125
1126 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1127 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1128
1129 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1130 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1134
1135 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1136 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1137
1138 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1139 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1140
1141 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1142 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1143
1144 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1145 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1146
1147 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1148 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1149
1150 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1151 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1152
1153 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1154 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1155
1156 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1157 public static extern int GeomTransformGetCleanup(IntPtr geom);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1160 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1161
1162 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1163 public static extern int GeomTransformGetInfo(IntPtr geom);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1167
1168 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1169 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1173
1174 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1175 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1176 double[] vertices, int vertexStride, int vertexCount,
1177 int[] indices, int indexCount, int triStride);
1178
1179 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1180 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1181 IntPtr vertices, int vertexStride, int vertexCount,
1182 IntPtr indices, int indexCount, int triStride);
1183
1184 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1185 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1186 double[] vertices, int vertexStride, int vertexCount,
1187 int[] indices, int indexCount, int triStride,
1188 double[] normals);
1189
1190 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1191 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1192 IntPtr vertices, int vertexStride, int vertexCount,
1193 IntPtr indices, int indexCount, int triStride,
1194 IntPtr normals);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1197 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1198 dReal[] vertices, int vertexStride, int vertexCount,
1199 int[] indices, int indexCount, int triStride);
1200
1201 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1202 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1203 IntPtr vertices, int vertexStride, int vertexCount,
1204 IntPtr indices, int indexCount, int triStride);
1205
1206 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1207 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1208 dReal[] vertices, int vertexStride, int vertexCount,
1209 int[] indices, int indexCount, int triStride,
1210 dReal[] normals);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1214 IntPtr vertices, int vertexStride, int vertexCount,
1215 IntPtr indices, int indexCount, int triStride,
1216 IntPtr normals);
1217
1218 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1219 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1220 float[] vertices, int vertexStride, int vertexCount,
1221 int[] indices, int indexCount, int triStride);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1224 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1225 IntPtr vertices, int vertexStride, int vertexCount,
1226 IntPtr indices, int indexCount, int triStride);
1227
1228 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1229 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1230 float[] vertices, int vertexStride, int vertexCount,
1231 int[] indices, int indexCount, int triStride,
1232 float[] normals);
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1235 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1236 IntPtr vertices, int vertexStride, int vertexCount,
1237 IntPtr indices, int indexCount, int triStride,
1238 IntPtr normals);
1239
1240 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1241 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1242
1243 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1244 public static extern IntPtr GeomTriMeshDataCreate();
1245
1246 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1247 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1248
1249 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1250 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1251
1252 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1253 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1254
1255 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1256 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1257
1258 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1259 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1260
1261 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1262 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1263
1264 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1265 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1266
1267 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1268 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1269
1270 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1271 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1272
1273 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1274 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1275 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1276 {
1277 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1278 }
1279
1280 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1281 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1282
1283 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1284 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1285
1286 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1287 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1288
1289 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1290 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1291
1292 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1293 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1294
1295 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1296 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1297
1298 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1299 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1300
1301 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1302 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1303
1304 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1305 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1306
1307 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1308 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1309
1310 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1311 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1312
1313 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1314 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1315
1316 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1317 public static extern IntPtr iGetConfiguration();
1318
1319 public static string GetConfiguration()
1320 {
1321 IntPtr ptr = iGetConfiguration();
1322 string s = Marshal.PtrToStringAnsi(ptr);
1323 return s;
1324 }
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1327 public static extern IntPtr HashSpaceCreate(IntPtr space);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1330 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1333 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1336 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1339 public static extern void InitODE();
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1342 public static extern int InitODE2(uint ODEInitFlags);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1345 public static extern int IsPositiveDefinite(ref dReal A, int n);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1348 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1363 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1366 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1369 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1370
1371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1372 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1373
1374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1375 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1376
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1378 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1401 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1404 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1407 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointDestroy(IntPtr j);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1413 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1416 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1419 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1422 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1425 public static extern int JointGetAMotorMode(IntPtr j);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1428 public static extern int JointGetAMotorNumAxes(IntPtr j);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1431 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1434 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1437 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1438
1439 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1440 public static extern IntPtr JointGetBody(IntPtr j);
1441
1442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1443 public static extern IntPtr JointGetData(IntPtr j);
1444
1445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1446 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1447 public static JointFeedback JointGetFeedback(IntPtr j)
1448 {
1449 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1450 }
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeAngle(IntPtr j);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1462 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1468 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1489 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1498 public static extern int JointGetLMotorNumAxes(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1501 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1510 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1513 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetPRPosition(IntPtr j);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetPRPositionRate(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1525 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1528 public static extern dReal JointGetSliderPosition(IntPtr j);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1531 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1534 public static extern JointType JointGetType(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1546 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1549 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1552 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1564 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1567 public static extern IntPtr JointGroupCreate(int max_size);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointGroupDestroy(IntPtr group);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointGroupEmpty(IntPtr group);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetData(IntPtr j, IntPtr data);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetFixed(IntPtr j);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1672 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1675 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1678 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1681 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassAdd(ref Mass a, ref Mass b);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassAdjust(ref Mass m, dReal newmass);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1690 public static extern bool MassCheck(ref Mass m);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1709
1710 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1711 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1717 public static extern void MassSetParameters(out Mass mass, dReal themass,
1718 dReal cgx, dReal cgy, dReal cgz,
1719 dReal i11, dReal i22, dReal i33,
1720 dReal i12, dReal i13, dReal i23);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1726 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1729 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1732 public static extern void MassSetZero(out Mass mass);
1733
1734 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1735 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1736
1737 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1738 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1739
1740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1741 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1742 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1743 {
1744 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1745 }
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1748 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1751 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1766 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1769 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1772 public static extern void QSetIdentity(out Quaternion q);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1775 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1778 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1781 public static extern dReal RandReal();
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1793 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1796 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1799 public static extern void RSetIdentity(out Matrix3 R);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SetValue(out dReal a, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SetZero(out dReal a, int n);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1808 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1817 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1826 public static extern bool SpaceLockQuery(IntPtr space);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceClean(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1832 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1835 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1838 public static extern void SpaceDestroy(IntPtr space);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1841 public static extern bool SpaceGetCleanup(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1844 public static extern int SpaceGetNumGeoms(IntPtr space);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1847 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1850 public static extern int SpaceGetSublevel(IntPtr space);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1853 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1856 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1859 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1862 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1865 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1868 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1871 public static extern IntPtr WorldCreate();
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1874 public static extern void WorldDestroy(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1877 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1883 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1886 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1889 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1895 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1898 public static extern dReal WorldGetCFM(IntPtr world);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetERP(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetAngularDamping(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1919 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetLinearDamping(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1928 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1931 public static extern dReal WorldGetQuickStepW(IntPtr world);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1934 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetERP(IntPtr world, dReal erp);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2004
2005 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2006 public static extern void WorldStep(IntPtr world, dReal stepsize);
2007
2008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2009 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2010
2011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2012 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2013 }
2014}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..a554897
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2816 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.8f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 public int odetimestepMS = 20; // rounded
194 private float metersInSpace = 25.6f;
195 private float m_timeDilation = 1.0f;
196
197 DateTime m_lastframe;
198
199 public float gravityx = 0f;
200 public float gravityy = 0f;
201 public float gravityz = -9.8f;
202
203 private float waterlevel = 0f;
204 private int framecount = 0;
205
206// private IntPtr WaterGeom = IntPtr.Zero;
207// private IntPtr WaterHeightmapData = IntPtr.Zero;
208// private GCHandle WaterMapHandler = new GCHandle();
209
210 public float avPIDD = 2200f; // make it visible
211 public float avPIDP = 900f; // make it visible
212 private float avCapRadius = 0.37f;
213 private float avDensity = 3f;
214 private float avMovementDivisorWalk = 1.3f;
215 private float avMovementDivisorRun = 0.8f;
216 private float minimumGroundFlightOffset = 3f;
217 public float maximumMassObject = 10000.01f;
218
219 public bool meshSculptedPrim = true;
220 public bool forceSimplePrimMeshing = false;
221
222 public float meshSculptLOD = 32;
223 public float MeshSculptphysicalLOD = 32;
224
225 public float geomDefaultDensity = 10.000006836f;
226
227 public int geomContactPointsStartthrottle = 3;
228 public int geomUpdatesPerThrottledUpdate = 15;
229
230 public float bodyPIDD = 35f;
231 public float bodyPIDG = 25;
232
233// public int geomCrossingFailuresBeforeOutofbounds = 6;
234
235 public int bodyFramesAutoDisable = 5;
236
237
238 private d.NearCallback nearCallback;
239
240 private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
241 private HashSet<OdePrim> _prims = new HashSet<OdePrim>();
242 private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
243 private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
244
245 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
246
247 /// <summary>
248 /// A list of actors that should receive collision events.
249 /// </summary>
250 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
251 private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
252
253 private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254// public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256
257 private float contactsurfacelayer = 0.002f;
258
259 private int contactsPerCollision = 80;
260 internal IntPtr ContactgeomsArray = IntPtr.Zero;
261 private IntPtr GlobalContactsArray = IntPtr.Zero;
262
263 const int maxContactsbeforedeath = 4000;
264 private volatile int m_global_contactcount = 0;
265
266
267 private IntPtr contactgroup;
268
269 public ContactData[] m_materialContactsData = new ContactData[8];
270
271 private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>();
272 private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
273 private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
274
275 private int m_physicsiterations = 10;
276 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
277// private PhysicsActor PANull = new NullPhysicsActor();
278 private float step_time = 0.0f;
279
280 public IntPtr world;
281
282
283 // split the spaces acording to contents type
284 // ActiveSpace contains characters and active prims
285 // StaticSpace contains land and other that is mostly static in enviroment
286 // this can contain subspaces, like the grid in staticspace
287 // as now space only contains this 2 top spaces
288
289 public IntPtr TopSpace; // the global space
290 public IntPtr ActiveSpace; // space for active prims
291 public IntPtr StaticSpace; // space for the static things around
292
293 // some speedup variables
294 private int spaceGridMaxX;
295 private int spaceGridMaxY;
296 private float spacesPerMeter;
297
298 // split static geometry collision into a grid as before
299 private IntPtr[,] staticPrimspace;
300 private IntPtr[] staticPrimspaceOffRegion;
301
302 public Object OdeLock;
303 private static Object SimulationLock;
304
305 public IMesher mesher;
306
307 private IConfigSource m_config;
308
309 public bool physics_logging = false;
310 public int physics_logging_interval = 0;
311 public bool physics_logging_append_existing_logfile = false;
312
313 private Vector3 m_worldOffset = Vector3.Zero;
314 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
315 private PhysicsScene m_parentScene = null;
316
317 private ODERayCastRequestManager m_rayCastManager;
318
319
320/* maybe needed if ode uses tls
321 private void checkThread()
322 {
323
324 int th = Thread.CurrentThread.ManagedThreadId;
325 if(th != threadid)
326 {
327 threadid = th;
328 d.AllocateODEDataForThread(~0U);
329 }
330 }
331 */
332 /// <summary>
333 /// Initiailizes the scene
334 /// Sets many properties that ODE requires to be stable
335 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
336 /// </summary>
337 public OdeScene(string sceneIdentifier)
338 {
339 m_log
340 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
341
342// checkThread();
343 Name = sceneIdentifier;
344
345 OdeLock = new Object();
346 SimulationLock = new Object();
347
348 nearCallback = near;
349
350 m_rayCastManager = new ODERayCastRequestManager(this);
351 lock (OdeLock)
352 {
353 // Create the world and the first space
354 try
355 {
356 world = d.WorldCreate();
357 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
358
359 // now the major subspaces
360 ActiveSpace = d.HashSpaceCreate(TopSpace);
361 StaticSpace = d.HashSpaceCreate(TopSpace);
362 }
363 catch
364 {
365 // i must RtC#FM
366 }
367
368 d.HashSpaceSetLevels(TopSpace, -2, 8);
369 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
370 d.HashSpaceSetLevels(StaticSpace, -2, 8);
371
372 // demote to second level
373 d.SpaceSetSublevel(ActiveSpace, 1);
374 d.SpaceSetSublevel(StaticSpace, 1);
375
376 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
377 CollisionCategories.Geom |
378 CollisionCategories.Character |
379 CollisionCategories.Phantom |
380 CollisionCategories.VolumeDtc
381 ));
382 d.GeomSetCollideBits(ActiveSpace, 0);
383 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
384 CollisionCategories.Geom |
385 CollisionCategories.Land |
386 CollisionCategories.Water |
387 CollisionCategories.Phantom |
388 CollisionCategories.VolumeDtc
389 ));
390 d.GeomSetCollideBits(StaticSpace, 0);
391
392 contactgroup = d.JointGroupCreate(0);
393 //contactgroup
394
395 d.WorldSetAutoDisableFlag(world, false);
396 }
397 }
398
399 // Initialize the mesh plugin
400// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
401 public override void Initialise(IMesher meshmerizer, IConfigSource config)
402 {
403// checkThread();
404 mesher = meshmerizer;
405 m_config = config;
406
407 string ode_config = d.GetConfiguration();
408 if (ode_config != null && ode_config != "")
409 {
410 m_log.WarnFormat("ODE configuration: {0}", ode_config);
411
412 if (ode_config.Contains("ODE_Ubit"))
413 {
414 OdeUbitLib = true;
415 }
416 }
417
418 /*
419 if (region != null)
420 {
421 WorldExtents.X = region.RegionSizeX;
422 WorldExtents.Y = region.RegionSizeY;
423 }
424 */
425
426 // Defaults
427
428 int contactsPerCollision = 80;
429
430 if (m_config != null)
431 {
432 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
433 if (physicsconfig != null)
434 {
435 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
436 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
437 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
438
439 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
440
441 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
442
443 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
444 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
445
446 avDensity = physicsconfig.GetFloat("av_density", avDensity);
447 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
448 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
449 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
450
451 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
452
453 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
454 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
455// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
459/*
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
462*/
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
467/*
468 if (Environment.OSVersion.Platform == PlatformID.Unix)
469 {
470 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
471 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
472 }
473 else
474 {
475
476 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
477 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
478 }
479*/
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
485 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
486 }
487 }
488
489 HalfOdeStep = ODE_STEPSIZE * 0.5f;
490 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
491
492 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
493 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
494
495 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
496 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
497
498 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
499 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
500
501 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
502 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
503
504 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
505 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
506
507 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
508 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
509
510 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
511 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
512
513 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
514 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
515
516 m_materialContactsData[(int)Material.light].mu = 0.0f;
517 m_materialContactsData[(int)Material.light].bounce = 0.0f;
518
519 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
520
521 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
522 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
523
524 d.WorldSetLinearDamping(world, 0.002f);
525 d.WorldSetAngularDamping(world, 0.002f);
526 d.WorldSetAngularDampingThreshold(world, 0f);
527 d.WorldSetLinearDampingThreshold(world, 0f);
528 d.WorldSetMaxAngularSpeed(world, 100f);
529
530 d.WorldSetCFM(world,1e-6f); // a bit harder than default
531 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
532 d.WorldSetERP(world, 0.6f); // higher than original
533
534 // Set how many steps we go without running collision testing
535 // This is in addition to the step size.
536 // Essentially Steps * m_physicsiterations
537 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
538
539 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
540
541 spacesPerMeter = 1 / metersInSpace;
542 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
543 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
544
545 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
546
547 // create all spaces now
548 int i, j;
549 IntPtr newspace;
550
551 for (i = 0; i < spaceGridMaxX; i++)
552 for (j = 0; j < spaceGridMaxY; j++)
553 {
554 newspace = d.HashSpaceCreate(StaticSpace);
555 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
556 waitForSpaceUnlock(newspace);
557 d.SpaceSetSublevel(newspace, 2);
558 d.HashSpaceSetLevels(newspace, -2, 8);
559 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
560 CollisionCategories.Geom |
561 CollisionCategories.Land |
562 CollisionCategories.Water |
563 CollisionCategories.Phantom |
564 CollisionCategories.VolumeDtc
565 ));
566 d.GeomSetCollideBits(newspace, 0);
567
568 staticPrimspace[i, j] = newspace;
569 }
570 // let this now be real maximum values
571 spaceGridMaxX--;
572 spaceGridMaxY--;
573
574 // create 4 off world spaces (x<0,x>max,y<0,y>max)
575 staticPrimspaceOffRegion = new IntPtr[4];
576
577 for (i = 0; i < 4; i++)
578 {
579 newspace = d.HashSpaceCreate(StaticSpace);
580 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
581 waitForSpaceUnlock(newspace);
582 d.SpaceSetSublevel(newspace, 2);
583 d.HashSpaceSetLevels(newspace, -2, 8);
584 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
585 CollisionCategories.Geom |
586 CollisionCategories.Land |
587 CollisionCategories.Water |
588 CollisionCategories.Phantom |
589 CollisionCategories.VolumeDtc
590 ));
591 d.GeomSetCollideBits(newspace, 0);
592
593 staticPrimspaceOffRegion[i] = newspace;
594 }
595
596 m_lastframe = DateTime.UtcNow;
597 }
598
599 internal void waitForSpaceUnlock(IntPtr space)
600 {
601 //if (space != IntPtr.Zero)
602 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
603 }
604
605 #region Collision Detection
606
607 // sets a global contact for a joint for contactgeom , and base contact description)
608
609 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
610 {
611 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
612 return IntPtr.Zero;
613
614 float erp = contactGeom.depth;
615 erp *= erpscale;
616 if (erp < minERP)
617 erp = minERP;
618 else if (erp > MaxERP)
619 erp = MaxERP;
620
621 float depth = contactGeom.depth * dscale;
622 if (depth > 0.5f)
623 depth = 0.5f;
624
625 d.Contact newcontact = new d.Contact();
626 newcontact.geom.depth = depth;
627 newcontact.geom.g1 = contactGeom.g1;
628 newcontact.geom.g2 = contactGeom.g2;
629 newcontact.geom.pos = contactGeom.pos;
630 newcontact.geom.normal = contactGeom.normal;
631 newcontact.geom.side1 = contactGeom.side1;
632 newcontact.geom.side2 = contactGeom.side2;
633
634 // this needs bounce also
635 newcontact.surface.mode = comumContactFlags;
636 newcontact.surface.mu = mu;
637 newcontact.surface.bounce = bounce;
638 newcontact.surface.soft_cfm = cfm;
639 newcontact.surface.soft_erp = erp;
640
641 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
642 Marshal.StructureToPtr(newcontact, contact, true);
643 return d.JointCreateContactPtr(world, contactgroup, contact);
644 }
645
646 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
647 {
648 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
649 return false;
650
651 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
652 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
653 return true;
654 }
655
656 /// <summary>
657 /// This is our near callback. A geometry is near a body
658 /// </summary>
659 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
660 /// <param name="g1">a geometry or space</param>
661 /// <param name="g2">another geometry or space</param>
662 ///
663
664 private void near(IntPtr space, IntPtr g1, IntPtr g2)
665 {
666 // no lock here! It's invoked from within Simulate(), which is thread-locked
667
668 if (m_global_contactcount >= maxContactsbeforedeath)
669 return;
670
671 // Test if we're colliding a geom with a space.
672 // If so we have to drill down into the space recursively
673
674 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
675 return;
676
677 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
678 {
679 // We'll be calling near recursivly if one
680 // of them is a space to find all of the
681 // contact points in the space
682 try
683 {
684 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
685 }
686 catch (AccessViolationException)
687 {
688 m_log.Warn("[PHYSICS]: Unable to collide test a space");
689 return;
690 }
691 //here one should check collisions of geoms inside a space
692 // but on each space we only should have geoms that not colide amoung each other
693 // so we don't dig inside spaces
694 return;
695 }
696
697 // get geom bodies to check if we already a joint contact
698 // guess this shouldn't happen now
699 IntPtr b1 = d.GeomGetBody(g1);
700 IntPtr b2 = d.GeomGetBody(g2);
701
702 // d.GeomClassID id = d.GeomGetClass(g1);
703
704 // Figure out how many contact points we have
705 int count = 0;
706 try
707 {
708 // Colliding Geom To Geom
709 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
710
711 if (g1 == g2)
712 return; // Can't collide with yourself
713
714 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
715 return;
716
717 if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
718 d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc)
719 {
720 int cflags;
721 unchecked
722 {
723 cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
724 }
725 count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
726 }
727 else
728 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
729 }
730 catch (SEHException)
731 {
732 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
733// ode.drelease(world);
734 base.TriggerPhysicsBasedRestart();
735 }
736 catch (Exception e)
737 {
738 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
739 return;
740 }
741
742 // contacts done
743 if (count == 0)
744 return;
745
746 // try get physical actors
747 PhysicsActor p1;
748 PhysicsActor p2;
749
750 if (!actor_name_map.TryGetValue(g1, out p1))
751 {
752 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
753 return;
754 }
755
756 if (!actor_name_map.TryGetValue(g2, out p2))
757 {
758 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
759 return;
760 }
761
762 // update actors collision score
763 if (p1.CollisionScore >= float.MaxValue - count)
764 p1.CollisionScore = 0;
765 p1.CollisionScore += count;
766
767 if (p2.CollisionScore >= float.MaxValue - count)
768 p2.CollisionScore = 0;
769 p2.CollisionScore += count;
770
771 // get first contact
772 d.ContactGeom curContact = new d.ContactGeom();
773 if (!GetCurContactGeom(0, ref curContact))
774 return;
775 // for now it's the one with max depth
776 ContactPoint maxDepthContact = new ContactPoint(
777 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
778 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
779 curContact.depth
780 );
781 // do volume detection case
782 if (
783 (p1.IsVolumeDtc || p2.IsVolumeDtc))
784 {
785 collision_accounting_events(p1, p2, maxDepthContact);
786 return;
787 }
788
789 // big messy collision analises
790
791 Vector3 normoverride = Vector3.Zero; //damm c#
792
793 float mu = 0;
794 float bounce = 0;
795 float cfm = 0.0001f;
796 float erpscale = 1.0f;
797 float dscale = 1.0f;
798 bool IgnoreNegSides = false;
799
800 ContactData contactdata1 = new ContactData(0, 0, false);
801 ContactData contactdata2 = new ContactData(0, 0, false);
802
803 bool dop1foot = false;
804 bool dop2foot = false;
805 bool ignore = false;
806 bool AvanormOverride = false;
807
808 switch (p1.PhysicsActorType)
809 {
810 case (int)ActorTypes.Agent:
811 {
812 AvanormOverride = true;
813 Vector3 tmp = p2.Position - p1.Position;
814 normoverride = p2.Velocity - p1.Velocity;
815 mu = normoverride.LengthSquared();
816
817 if (mu > 1e-6)
818 {
819 mu = 1.0f / (float)Math.Sqrt(mu);
820 normoverride *= mu;
821 mu = Vector3.Dot(tmp, normoverride);
822 if (mu > 0)
823 normoverride *= -1;
824 }
825 else
826 {
827 tmp.Normalize();
828 normoverride = -tmp;
829 }
830
831 switch (p2.PhysicsActorType)
832 {
833 case (int)ActorTypes.Agent:
834 p1.CollidingObj = true;
835 p2.CollidingObj = true;
836 break;
837
838 case (int)ActorTypes.Prim:
839 if (p2.Velocity.LengthSquared() > 0.0f)
840 p2.CollidingObj = true;
841 dop1foot = true;
842 break;
843
844 default:
845 ignore = true; // avatar to terrain and water ignored
846 break;
847 }
848 break;
849 }
850
851 case (int)ActorTypes.Prim:
852 switch (p2.PhysicsActorType)
853 {
854 case (int)ActorTypes.Agent:
855 AvanormOverride = true;
856
857 Vector3 tmp = p2.Position - p1.Position;
858 normoverride = p2.Velocity - p1.Velocity;
859 mu = normoverride.LengthSquared();
860 if (mu > 1e-6)
861 {
862 mu = 1.0f / (float)Math.Sqrt(mu);
863 normoverride *= mu;
864 mu = Vector3.Dot(tmp, normoverride);
865 if (mu > 0)
866 normoverride *= -1;
867 }
868 else
869 {
870 tmp.Normalize();
871 normoverride = -tmp;
872 }
873
874 bounce = 0;
875 mu = 0;
876 cfm = 0.0001f;
877
878 dop2foot = true;
879 if (p1.Velocity.LengthSquared() > 0.0f)
880 p1.CollidingObj = true;
881 break;
882
883 case (int)ActorTypes.Prim:
884 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
885 {
886 p1.CollidingObj = true;
887 p2.CollidingObj = true;
888 }
889 p1.getContactData(ref contactdata1);
890 p2.getContactData(ref contactdata2);
891 bounce = contactdata1.bounce * contactdata2.bounce;
892 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
893
894 cfm = p1.Mass;
895 if (cfm > p2.Mass)
896 cfm = p2.Mass;
897 dscale = 10 / cfm;
898 dscale = (float)Math.Sqrt(dscale);
899 if (dscale > 1.0f)
900 dscale = 1.0f;
901 erpscale = cfm * 0.01f;
902 cfm = 0.0001f / cfm;
903 if (cfm > 0.01f)
904 cfm = 0.01f;
905 else if (cfm < 0.00001f)
906 cfm = 0.00001f;
907
908 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
909 mu *= frictionMovementMult;
910
911 break;
912
913 case (int)ActorTypes.Ground:
914 p1.getContactData(ref contactdata1);
915 bounce = contactdata1.bounce * TerrainBounce;
916 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
917 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
918 mu *= frictionMovementMult;
919 p1.CollidingGround = true;
920
921 cfm = p1.Mass;
922 dscale = 10 / cfm;
923 dscale = (float)Math.Sqrt(dscale);
924 if (dscale > 1.0f)
925 dscale = 1.0f;
926 erpscale = cfm * 0.01f;
927 cfm = 0.0001f / cfm;
928 if (cfm > 0.01f)
929 cfm = 0.01f;
930 else if (cfm < 0.00001f)
931 cfm = 0.00001f;
932
933 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
934 {
935 if (curContact.side1 > 0)
936 IgnoreNegSides = true;
937 }
938 break;
939
940 case (int)ActorTypes.Water:
941 default:
942 ignore = true;
943 break;
944 }
945 break;
946
947 case (int)ActorTypes.Ground:
948 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
949 {
950 p2.CollidingGround = true;
951 p2.getContactData(ref contactdata2);
952 bounce = contactdata2.bounce * TerrainBounce;
953 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
954
955 cfm = p2.Mass;
956 dscale = 10 / cfm;
957 dscale = (float)Math.Sqrt(dscale);
958
959 if (dscale > 1.0f)
960 dscale = 1.0f;
961
962 erpscale = cfm * 0.01f;
963 cfm = 0.0001f / cfm;
964 if (cfm > 0.01f)
965 cfm = 0.01f;
966 else if (cfm < 0.00001f)
967 cfm = 0.00001f;
968
969 if (curContact.side1 > 0) // should be 2 ?
970 IgnoreNegSides = true;
971
972 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
973 mu *= frictionMovementMult;
974 }
975 else
976 ignore = true;
977 break;
978
979 case (int)ActorTypes.Water:
980 default:
981 break;
982 }
983 if (ignore)
984 return;
985
986 IntPtr Joint;
987
988 int i = 0;
989 while(true)
990 {
991
992 if (IgnoreNegSides && curContact.side1 < 0)
993 {
994 if (++i >= count)
995 break;
996
997 if (!GetCurContactGeom(i, ref curContact))
998 break;
999 }
1000 else
1001
1002 {
1003
1004 if (AvanormOverride)
1005 {
1006 if (curContact.depth > 0.3f)
1007 {
1008 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1009 p1.IsColliding = true;
1010 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1011 p2.IsColliding = true;
1012 curContact.normal.X = normoverride.X;
1013 curContact.normal.Y = normoverride.Y;
1014 curContact.normal.Z = normoverride.Z;
1015 }
1016
1017 else
1018 {
1019 if (dop1foot)
1020 {
1021 float sz = p1.Size.Z;
1022 Vector3 vtmp = p1.Position;
1023 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1024 if (ppos > 0f)
1025 {
1026 if (!p1.Flying)
1027 {
1028 d.AABB aabb;
1029 d.GeomGetAABB(g2, out aabb);
1030 float tmp = vtmp.Z - sz * .25f;
1031
1032 if (aabb.MaxZ < tmp)
1033 {
1034 vtmp.X = curContact.pos.X - vtmp.X;
1035 vtmp.Y = curContact.pos.Y - vtmp.Y;
1036 vtmp.Z = -0.2f;
1037 vtmp.Normalize();
1038 curContact.normal.X = vtmp.X;
1039 curContact.normal.Y = vtmp.Y;
1040 curContact.normal.Z = vtmp.Z;
1041 }
1042 }
1043 }
1044 else
1045 p1.IsColliding = true;
1046
1047 }
1048
1049 if (dop2foot)
1050 {
1051 float sz = p2.Size.Z;
1052 Vector3 vtmp = p2.Position;
1053 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1054 if (ppos > 0f)
1055 {
1056 if (!p2.Flying)
1057 {
1058 d.AABB aabb;
1059 d.GeomGetAABB(g1, out aabb);
1060 float tmp = vtmp.Z - sz * .25f;
1061
1062 if (aabb.MaxZ < tmp)
1063 {
1064 vtmp.X = curContact.pos.X - vtmp.X;
1065 vtmp.Y = curContact.pos.Y - vtmp.Y;
1066 vtmp.Z = -0.2f;
1067 vtmp.Normalize();
1068 curContact.normal.X = vtmp.X;
1069 curContact.normal.Y = vtmp.Y;
1070 curContact.normal.Z = vtmp.Z;
1071 }
1072 }
1073 }
1074 else
1075 p2.IsColliding = true;
1076
1077 }
1078 }
1079 }
1080
1081 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1082 d.JointAttach(Joint, b1, b2);
1083
1084 if (++m_global_contactcount >= maxContactsbeforedeath)
1085 break;
1086
1087 if (++i >= count)
1088 break;
1089
1090 if (!GetCurContactGeom(i, ref curContact))
1091 break;
1092
1093 if (curContact.depth > maxDepthContact.PenetrationDepth)
1094 {
1095 maxDepthContact.Position.X = curContact.pos.X;
1096 maxDepthContact.Position.Y = curContact.pos.Y;
1097 maxDepthContact.Position.Z = curContact.pos.Z;
1098 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1099 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1100 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1101 maxDepthContact.PenetrationDepth = curContact.depth;
1102 }
1103 }
1104 }
1105
1106 collision_accounting_events(p1, p2, maxDepthContact);
1107
1108/*
1109 if (notskipedcount > geomContactPointsStartthrottle)
1110 {
1111 // If there are more then 3 contact points, it's likely
1112 // that we've got a pile of objects, so ...
1113 // We don't want to send out hundreds of terse updates over and over again
1114 // so lets throttle them and send them again after it's somewhat sorted out.
1115 this needs checking so out for now
1116 if (b1 != IntPtr.Zero)
1117 p1.ThrottleUpdates = true;
1118 if (b2 != IntPtr.Zero)
1119 p2.ThrottleUpdates = true;
1120
1121 }
1122 */
1123 }
1124
1125 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1126 {
1127 uint obj2LocalID = 0;
1128
1129 bool p1events = p1.SubscribedEvents();
1130 bool p2events = p2.SubscribedEvents();
1131
1132 if (p1.IsVolumeDtc)
1133 p2events = false;
1134 if (p2.IsVolumeDtc)
1135 p1events = false;
1136
1137 if (!p2events && !p1events)
1138 return;
1139
1140 Vector3 vel = Vector3.Zero;
1141 if (p2 != null && p2.IsPhysical)
1142 vel = p2.Velocity;
1143
1144 if (p1 != null && p1.IsPhysical)
1145 vel -= p1.Velocity;
1146
1147 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1148
1149 switch ((ActorTypes)p1.PhysicsActorType)
1150 {
1151 case ActorTypes.Agent:
1152 case ActorTypes.Prim:
1153 {
1154 switch ((ActorTypes)p2.PhysicsActorType)
1155 {
1156 case ActorTypes.Agent:
1157 case ActorTypes.Prim:
1158 if (p2events)
1159 {
1160 AddCollisionEventReporting(p2);
1161 p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
1162 }
1163 obj2LocalID = p2.ParentActor.LocalID;
1164 break;
1165
1166 case ActorTypes.Ground:
1167 case ActorTypes.Unknown:
1168 default:
1169 obj2LocalID = 0;
1170 break;
1171 }
1172 if (p1events)
1173 {
1174 contact.SurfaceNormal = -contact.SurfaceNormal;
1175 AddCollisionEventReporting(p1);
1176 p1.AddCollisionEvent(obj2LocalID, contact);
1177 }
1178 break;
1179 }
1180 case ActorTypes.Ground:
1181 case ActorTypes.Unknown:
1182 default:
1183 {
1184 if (p2events && !p2.IsVolumeDtc)
1185 {
1186 AddCollisionEventReporting(p2);
1187 p2.AddCollisionEvent(0, contact);
1188 }
1189 break;
1190 }
1191 }
1192 }
1193
1194 /// <summary>
1195 /// This is our collision testing routine in ODE
1196 /// </summary>
1197 /// <param name="timeStep"></param>
1198 private void collision_optimized()
1199 {
1200 lock (_characters)
1201 {
1202 try
1203 {
1204 foreach (OdeCharacter chr in _characters)
1205 {
1206 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1207 continue;
1208
1209 chr.IsColliding = false;
1210 // chr.CollidingGround = false; not done here
1211 chr.CollidingObj = false;
1212 // do colisions with static space
1213 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1214 }
1215 }
1216 catch (AccessViolationException)
1217 {
1218 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1219 }
1220
1221 }
1222
1223 lock (_activeprims)
1224 {
1225 foreach (OdePrim aprim in _activeprims)
1226 {
1227 aprim.CollisionScore = 0;
1228 aprim.IsColliding = false;
1229 }
1230 }
1231
1232 // collide active prims with static enviroment
1233 lock (_activegroups)
1234 {
1235 try
1236 {
1237 foreach (OdePrim prm in _activegroups)
1238 {
1239 if (!prm.m_outbounds)
1240 {
1241 if (d.BodyIsEnabled(prm.Body))
1242 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1243 }
1244 }
1245 }
1246 catch (AccessViolationException)
1247 {
1248 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1249 }
1250 }
1251 // finally colide active things amoung them
1252 try
1253 {
1254 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1255 }
1256 catch (AccessViolationException)
1257 {
1258 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1259 }
1260// _perloopContact.Clear();
1261 }
1262
1263 #endregion
1264 /// <summary>
1265 /// Add actor to the list that should receive collision events in the simulate loop.
1266 /// </summary>
1267 /// <param name="obj"></param>
1268 public void AddCollisionEventReporting(PhysicsActor obj)
1269 {
1270 if (!_collisionEventPrim.Contains(obj))
1271 _collisionEventPrim.Add(obj);
1272 }
1273
1274 /// <summary>
1275 /// Remove actor from the list that should receive collision events in the simulate loop.
1276 /// </summary>
1277 /// <param name="obj"></param>
1278 public void RemoveCollisionEventReporting(PhysicsActor obj)
1279 {
1280 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1281 _collisionEventPrimRemove.Add(obj);
1282 }
1283
1284
1285 #region Add/Remove Entities
1286
1287 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1288 {
1289 Vector3 pos;
1290 pos.X = position.X;
1291 pos.Y = position.Y;
1292 pos.Z = position.Z;
1293 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1294 newAv.Flying = isFlying;
1295 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1296
1297 return newAv;
1298 }
1299
1300 public void AddCharacter(OdeCharacter chr)
1301 {
1302 lock (_characters)
1303 {
1304 if (!_characters.Contains(chr))
1305 {
1306 _characters.Add(chr);
1307 if (chr.bad)
1308 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1309 }
1310 }
1311 }
1312
1313 public void RemoveCharacter(OdeCharacter chr)
1314 {
1315 lock (_characters)
1316 {
1317 if (_characters.Contains(chr))
1318 {
1319 _characters.Remove(chr);
1320 }
1321 }
1322 }
1323
1324 public void BadCharacter(OdeCharacter chr)
1325 {
1326 lock (_badCharacter)
1327 {
1328 if (!_badCharacter.Contains(chr))
1329 _badCharacter.Add(chr);
1330 }
1331 }
1332
1333 public override void RemoveAvatar(PhysicsActor actor)
1334 {
1335 //m_log.Debug("[PHYSICS]:ODELOCK");
1336 ((OdeCharacter) actor).Destroy();
1337 }
1338
1339 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1340 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1341 {
1342 Vector3 pos = position;
1343 Vector3 siz = size;
1344 Quaternion rot = rotation;
1345
1346 OdePrim newPrim;
1347 lock (OdeLock)
1348 {
1349 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1350
1351 lock (_prims)
1352 _prims.Add(newPrim);
1353 }
1354 return newPrim;
1355 }
1356
1357 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1358 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1359 {
1360 Vector3 pos = position;
1361 Vector3 siz = size;
1362 Quaternion rot = rotation;
1363
1364 OdePrim newPrim;
1365 lock (OdeLock)
1366 {
1367 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1368
1369 lock (_prims)
1370 _prims.Add(newPrim);
1371 }
1372 return newPrim;
1373 }
1374
1375 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1376 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1377 {
1378 Vector3 pos = position;
1379 Vector3 siz = size;
1380 Quaternion rot = rotation;
1381
1382 OdePrim newPrim;
1383 lock (OdeLock)
1384 {
1385 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1386
1387 lock (_prims)
1388 _prims.Add(newPrim);
1389 }
1390 return newPrim;
1391 }
1392
1393 public void addActivePrim(OdePrim activatePrim)
1394 {
1395 // adds active prim..
1396 lock (_activeprims)
1397 {
1398 if (!_activeprims.Contains(activatePrim))
1399 _activeprims.Add(activatePrim);
1400 }
1401 }
1402
1403 public void addActiveGroups(OdePrim activatePrim)
1404 {
1405 lock (_activegroups)
1406 {
1407 if (!_activegroups.Contains(activatePrim))
1408 _activegroups.Add(activatePrim);
1409 }
1410 }
1411
1412 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1413 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1414 {
1415 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1416 }
1417
1418
1419 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1420 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1421 {
1422#if SPAM
1423 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1424#endif
1425
1426 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1427 }
1428
1429 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1430 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1431 {
1432#if SPAM
1433 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1434#endif
1435
1436 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1437 }
1438
1439 public override float TimeDilation
1440 {
1441 get { return m_timeDilation; }
1442 }
1443
1444 public override bool SupportsNINJAJoints
1445 {
1446 get { return false; }
1447 }
1448
1449
1450 public void remActivePrim(OdePrim deactivatePrim)
1451 {
1452 lock (_activeprims)
1453 {
1454 _activeprims.Remove(deactivatePrim);
1455 }
1456 }
1457 public void remActiveGroup(OdePrim deactivatePrim)
1458 {
1459 lock (_activegroups)
1460 {
1461 _activegroups.Remove(deactivatePrim);
1462 }
1463 }
1464
1465 public override void RemovePrim(PhysicsActor prim)
1466 {
1467 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1468 // removed in the next physics simulate pass.
1469 if (prim is OdePrim)
1470 {
1471// lock (OdeLock)
1472 {
1473
1474 OdePrim p = (OdePrim)prim;
1475 p.setPrimForRemoval();
1476 }
1477 }
1478 }
1479 /// <summary>
1480 /// This is called from within simulate but outside the locked portion
1481 /// We need to do our own locking here
1482 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1483 /// Simulate() -- justincc).
1484 ///
1485 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1486 ///
1487 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1488 /// that the space was using.
1489 /// </summary>
1490 /// <param name="prim"></param>
1491 public void RemovePrimThreadLocked(OdePrim prim)
1492 {
1493 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1494 lock (prim)
1495 {
1496// RemoveCollisionEventReporting(prim);
1497 lock (_prims)
1498 _prims.Remove(prim);
1499 }
1500
1501 }
1502 #endregion
1503
1504 #region Space Separation Calculation
1505
1506 /// <summary>
1507 /// Called when a static prim moves or becomes static
1508 /// Places the prim in a space one the static sub-spaces grid
1509 /// </summary>
1510 /// <param name="geom">the pointer to the geom that moved</param>
1511 /// <param name="pos">the position that the geom moved to</param>
1512 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1513 /// <returns>a pointer to the new space it's in</returns>
1514 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1515 {
1516 // moves a prim into another static sub-space or from another space into a static sub-space
1517
1518 // Called ODEPrim so
1519 // it's already in locked space.
1520
1521 if (geom == IntPtr.Zero) // shouldn't happen
1522 return IntPtr.Zero;
1523
1524 // get the static sub-space for current position
1525 IntPtr newspace = calculateSpaceForGeom(pos);
1526
1527 if (newspace == currentspace) // if we are there all done
1528 return newspace;
1529
1530 // else remove it from its current space
1531 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1532 {
1533 if (d.GeomIsSpace(currentspace))
1534 {
1535 waitForSpaceUnlock(currentspace);
1536 d.SpaceRemove(currentspace, geom);
1537
1538 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1539 {
1540 d.SpaceDestroy(currentspace);
1541 }
1542 }
1543 else
1544 {
1545 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1546 " Geom:" + geom);
1547 }
1548 }
1549 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1550 {
1551 currentspace = d.GeomGetSpace(geom);
1552 if (currentspace != IntPtr.Zero)
1553 {
1554 if (d.GeomIsSpace(currentspace))
1555 {
1556 waitForSpaceUnlock(currentspace);
1557 d.SpaceRemove(currentspace, geom);
1558
1559 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1560 {
1561 d.SpaceDestroy(currentspace);
1562 }
1563
1564 }
1565 }
1566 }
1567
1568 // put the geom in the newspace
1569 waitForSpaceUnlock(newspace);
1570 d.SpaceAdd(newspace, geom);
1571
1572 // let caller know this newspace
1573 return newspace;
1574 }
1575
1576 /// <summary>
1577 /// Calculates the space the prim should be in by its position
1578 /// </summary>
1579 /// <param name="pos"></param>
1580 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1581 public IntPtr calculateSpaceForGeom(Vector3 pos)
1582 {
1583 int x, y;
1584
1585 if (pos.X < 0)
1586 return staticPrimspaceOffRegion[0];
1587
1588 if (pos.Y < 0)
1589 return staticPrimspaceOffRegion[2];
1590
1591 x = (int)(pos.X * spacesPerMeter);
1592 if (x > spaceGridMaxX)
1593 return staticPrimspaceOffRegion[1];
1594
1595 y = (int)(pos.Y * spacesPerMeter);
1596 if (y > spaceGridMaxY)
1597 return staticPrimspaceOffRegion[3];
1598
1599 return staticPrimspace[x, y];
1600 }
1601
1602 #endregion
1603
1604 /// <summary>
1605 /// Routine to figure out if we need to mesh this prim with our mesher
1606 /// </summary>
1607 /// <param name="pbs"></param>
1608 /// <returns></returns>
1609 public bool needsMeshing(PrimitiveBaseShape pbs)
1610 {
1611 // check sculpts or meshs
1612 if (pbs.SculptEntry)
1613 {
1614 if (meshSculptedPrim)
1615 return true;
1616
1617 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1618 return true;
1619
1620 return false;
1621 }
1622
1623 if (forceSimplePrimMeshing)
1624 return true;
1625
1626 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
1627
1628 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1629 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1630 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1631 {
1632
1633 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1634 && pbs.ProfileHollow == 0
1635 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1636 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1637 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1638 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1639 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1640 {
1641#if SPAM
1642 m_log.Warn("NonMesh");
1643#endif
1644 return false;
1645 }
1646 }
1647
1648 // following code doesn't give meshs to boxes and spheres ever
1649 // and it's odd.. so for now just return true if asked to force meshs
1650 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1651
1652 int iPropertiesNotSupportedDefault = 0;
1653
1654 if (pbs.ProfileHollow != 0)
1655 iPropertiesNotSupportedDefault++;
1656
1657 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1658 iPropertiesNotSupportedDefault++;
1659
1660 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1661 iPropertiesNotSupportedDefault++;
1662
1663 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1664 iPropertiesNotSupportedDefault++;
1665
1666 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1667 iPropertiesNotSupportedDefault++;
1668
1669 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1670 iPropertiesNotSupportedDefault++;
1671
1672 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1673 iPropertiesNotSupportedDefault++;
1674
1675 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
1676 iPropertiesNotSupportedDefault++;
1677
1678 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1679 iPropertiesNotSupportedDefault++;
1680
1681 // test for torus
1682 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1683 {
1684 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1685 {
1686 iPropertiesNotSupportedDefault++;
1687 }
1688 }
1689 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1690 {
1691 if (pbs.PathCurve == (byte)Extrusion.Straight)
1692 {
1693 iPropertiesNotSupportedDefault++;
1694 }
1695
1696 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1697 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1698 {
1699 iPropertiesNotSupportedDefault++;
1700 }
1701 }
1702 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1703 {
1704 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1705 {
1706 iPropertiesNotSupportedDefault++;
1707 }
1708 }
1709 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1710 {
1711 if (pbs.PathCurve == (byte)Extrusion.Straight)
1712 {
1713 iPropertiesNotSupportedDefault++;
1714 }
1715 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1716 {
1717 iPropertiesNotSupportedDefault++;
1718 }
1719 }
1720
1721 if (iPropertiesNotSupportedDefault == 0)
1722 {
1723#if SPAM
1724 m_log.Warn("NonMesh");
1725#endif
1726 return false;
1727 }
1728#if SPAM
1729 m_log.Debug("Mesh");
1730#endif
1731 return true;
1732 }
1733
1734 /// <summary>
1735 /// Called to queue a change to a actor
1736 /// to use in place of old taint mechanism so changes do have a time sequence
1737 /// </summary>
1738
1739 public void AddChange(PhysicsActor actor, changes what, Object arg)
1740 {
1741 ODEchangeitem item = new ODEchangeitem();
1742 item.actor = actor;
1743 item.what = what;
1744 item.arg = arg;
1745 ChangesQueue.Enqueue(item);
1746 }
1747
1748 /// <summary>
1749 /// Called after our prim properties are set Scale, position etc.
1750 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1751 /// This assures us that we have no race conditions
1752 /// </summary>
1753 /// <param name="prim"></param>
1754 public override void AddPhysicsActorTaint(PhysicsActor prim)
1755 {
1756 }
1757
1758 /// <summary>
1759 /// This is our main simulate loop
1760 /// It's thread locked by a Mutex in the scene.
1761 /// It holds Collisions, it instructs ODE to step through the physical reactions
1762 /// It moves the objects around in memory
1763 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1764 /// </summary>
1765 /// <param name="timeStep"></param>
1766 /// <returns></returns>
1767 public override float Simulate(float timeStep)
1768 {
1769
1770 DateTime now = DateTime.UtcNow;
1771 TimeSpan SinceLastFrame = now - m_lastframe;
1772 m_lastframe = now;
1773 timeStep = (float)SinceLastFrame.TotalSeconds;
1774
1775 // acumulate time so we can reduce error
1776 step_time += timeStep;
1777
1778 if (step_time < HalfOdeStep)
1779 return 0;
1780
1781 if (framecount < 0)
1782 framecount = 0;
1783
1784 framecount++;
1785
1786 int curphysiteractions;
1787
1788 // if in trouble reduce step resolution
1789 if (step_time >= m_SkipFramesAtms)
1790 curphysiteractions = m_physicsiterations / 2;
1791 else
1792 curphysiteractions = m_physicsiterations;
1793
1794 int nodeframes = 0;
1795
1796// checkThread();
1797
1798 lock (SimulationLock)
1799 lock(OdeLock)
1800 {
1801 if (world == IntPtr.Zero)
1802 return 0;
1803
1804 // adjust number of iterations per step
1805
1806// try
1807// {
1808 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1809/* }
1810 catch (StackOverflowException)
1811 {
1812 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1813// ode.drelease(world);
1814 base.TriggerPhysicsBasedRestart();
1815 }
1816*/
1817 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1818 {
1819 try
1820 {
1821 // clear pointer/counter to contacts to pass into joints
1822 m_global_contactcount = 0;
1823
1824 ODEchangeitem item;
1825
1826 if(ChangesQueue.Count >0)
1827 {
1828 int ttmpstart = Util.EnvironmentTickCount();
1829 int ttmp;
1830
1831 while(ChangesQueue.Dequeue(out item))
1832 {
1833 if (item.actor != null)
1834 {
1835 try
1836 {
1837 if (item.actor is OdeCharacter)
1838 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1839 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1840 RemovePrimThreadLocked((OdePrim)item.actor);
1841 }
1842 catch
1843 {
1844 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1845 };
1846 }
1847 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1848 if (ttmp > 20)
1849 break;
1850 }
1851 }
1852
1853 // Move characters
1854 lock (_characters)
1855 {
1856 List<OdeCharacter> defects = new List<OdeCharacter>();
1857 foreach (OdeCharacter actor in _characters)
1858 {
1859 if (actor != null)
1860 actor.Move(ODE_STEPSIZE, defects);
1861 }
1862 if (defects.Count != 0)
1863 {
1864 foreach (OdeCharacter defect in defects)
1865 {
1866 RemoveCharacter(defect);
1867 }
1868 defects.Clear();
1869 }
1870 }
1871
1872 // Move other active objects
1873 lock (_activegroups)
1874 {
1875 foreach (OdePrim aprim in _activegroups)
1876 {
1877 aprim.Move();
1878 }
1879 }
1880
1881 //if ((framecount % m_randomizeWater) == 0)
1882 // randomizeWater(waterlevel);
1883
1884 m_rayCastManager.ProcessQueuedRequests();
1885
1886 collision_optimized();
1887
1888 foreach (PhysicsActor obj in _collisionEventPrim)
1889 {
1890 if (obj == null)
1891 continue;
1892
1893 switch ((ActorTypes)obj.PhysicsActorType)
1894 {
1895 case ActorTypes.Agent:
1896 OdeCharacter cobj = (OdeCharacter)obj;
1897 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1898 cobj.SendCollisions();
1899 break;
1900
1901 case ActorTypes.Prim:
1902 OdePrim pobj = (OdePrim)obj;
1903 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1904 if (!pobj.m_outbounds)
1905 {
1906 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1907 pobj.SendCollisions();
1908 }
1909 break;
1910 }
1911 }
1912
1913 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1914 _collisionEventPrim.Remove(obj);
1915
1916 _collisionEventPrimRemove.Clear();
1917
1918 // do a ode simulation step
1919 d.WorldQuickStep(world, ODE_STEPSIZE);
1920 d.JointGroupEmpty(contactgroup);
1921
1922 // update managed ideia of physical data and do updates to core
1923 /*
1924 lock (_characters)
1925 {
1926 foreach (OdeCharacter actor in _characters)
1927 {
1928 if (actor != null)
1929 {
1930 if (actor.bad)
1931 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1932
1933 actor.UpdatePositionAndVelocity();
1934 }
1935 }
1936 }
1937 */
1938
1939 lock (_activegroups)
1940 {
1941 {
1942 foreach (OdePrim actor in _activegroups)
1943 {
1944 if (actor.IsPhysical)
1945 {
1946 actor.UpdatePositionAndVelocity();
1947 }
1948 }
1949 }
1950 }
1951 }
1952 catch (Exception e)
1953 {
1954 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1955// ode.dunlock(world);
1956 }
1957
1958
1959 step_time -= ODE_STEPSIZE;
1960 nodeframes++;
1961 }
1962
1963 lock (_badCharacter)
1964 {
1965 if (_badCharacter.Count > 0)
1966 {
1967 foreach (OdeCharacter chr in _badCharacter)
1968 {
1969 RemoveCharacter(chr);
1970 }
1971
1972 _badCharacter.Clear();
1973 }
1974 }
1975/*
1976 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1977 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1978 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1979 int nbodies = d.NTotalBodies;
1980 int ngeoms = d.NTotalGeoms;
1981*/
1982 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1983 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1984 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1985 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1986 {
1987 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1988 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1989
1990 if (physics_logging_append_existing_logfile)
1991 {
1992 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1993 TextWriter fwriter = File.AppendText(fname);
1994 fwriter.WriteLine(header);
1995 fwriter.Close();
1996 }
1997
1998 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1999 }
2000
2001 // think time dilation as to do with dinamic step size that we dont' have
2002 // even so tell something to world
2003 if (nodeframes < 10) // we did the requested loops
2004 m_timeDilation = 1.0f;
2005 else if (step_time > 0)
2006 {
2007 m_timeDilation = timeStep / step_time;
2008 if (m_timeDilation > 1)
2009 m_timeDilation = 1;
2010 if (step_time > m_SkipFramesAtms)
2011 step_time = 0;
2012 }
2013 }
2014
2015// return nodeframes * ODE_STEPSIZE; // return real simulated time
2016 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2017 }
2018
2019 /// <summary>
2020 public override void GetResults()
2021 {
2022 }
2023
2024 public override bool IsThreaded
2025 {
2026 // for now we won't be multithreaded
2027 get { return (false); }
2028 }
2029
2030 public float GetTerrainHeightAtXY(float x, float y)
2031 {
2032
2033
2034 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2035 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2036
2037
2038 IntPtr heightFieldGeom = IntPtr.Zero;
2039
2040 // get region map
2041 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2042 return 0f;
2043
2044 if (heightFieldGeom == IntPtr.Zero)
2045 return 0f;
2046
2047 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2048 return 0f;
2049
2050 // TerrainHeightField for ODE as offset 1m
2051 x += 1f - offsetX;
2052 y += 1f - offsetY;
2053
2054 // make position fit into array
2055 if (x < 0)
2056 x = 0;
2057 if (y < 0)
2058 y = 0;
2059
2060 // integer indexs
2061 int ix;
2062 int iy;
2063 // interpolators offset
2064 float dx;
2065 float dy;
2066
2067 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2068
2069 if (OdeUbitLib)
2070 {
2071 if (x < regsize - 1)
2072 {
2073 ix = (int)x;
2074 dx = x - (float)ix;
2075 }
2076 else // out world use external height
2077 {
2078 ix = regsize - 2;
2079 dx = 0;
2080 }
2081 if (y < regsize - 1)
2082 {
2083 iy = (int)y;
2084 dy = y - (float)iy;
2085 }
2086 else
2087 {
2088 iy = regsize - 2;
2089 dy = 0;
2090 }
2091 }
2092
2093 else
2094 {
2095 // we still have square fixed size regions
2096 // also flip x and y because of how map is done for ODE fliped axis
2097 // so ix,iy,dx and dy are inter exchanged
2098 if (x < regsize - 1)
2099 {
2100 iy = (int)x;
2101 dy = x - (float)iy;
2102 }
2103 else // out world use external height
2104 {
2105 iy = regsize - 2;
2106 dy = 0;
2107 }
2108 if (y < regsize - 1)
2109 {
2110 ix = (int)y;
2111 dx = y - (float)ix;
2112 }
2113 else
2114 {
2115 ix = regsize - 2;
2116 dx = 0;
2117 }
2118 }
2119
2120 float h0;
2121 float h1;
2122 float h2;
2123
2124 iy *= regsize;
2125 iy += ix; // all indexes have iy + ix
2126
2127 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2128 /*
2129 if ((dx + dy) <= 1.0f)
2130 {
2131 h0 = ((float)heights[iy]); // 0,0 vertice
2132 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2133 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2134 }
2135 else
2136 {
2137 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2138 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2139 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2140 }
2141 */
2142 h0 = ((float)heights[iy]); // 0,0 vertice
2143
2144 if ((dy > dx))
2145 {
2146 iy += regsize;
2147 h2 = (float)heights[iy]; // 0,1 vertice
2148 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2149 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2150 }
2151 else
2152 {
2153 iy++;
2154 h2 = (float)heights[iy]; // vertice 1,0
2155 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2156 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2157 }
2158
2159 return h0 + h1 + h2;
2160 }
2161
2162
2163 public override void SetTerrain(float[] heightMap)
2164 {
2165 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2166 {
2167 if (m_parentScene is OdeScene)
2168 {
2169 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2170 }
2171 }
2172 else
2173 {
2174 SetTerrain(heightMap, m_worldOffset);
2175 }
2176 }
2177
2178 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2179 {
2180 SetTerrain(heightMap, pOffset);
2181 }
2182
2183 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2184 {
2185 if (OdeUbitLib)
2186 UbitSetTerrain(heightMap, pOffset);
2187 else
2188 OriSetTerrain(heightMap, pOffset);
2189 }
2190
2191 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2192 {
2193 // assumes 1m size grid and constante size square regions
2194 // needs to know about sims around in future
2195
2196 float[] _heightmap;
2197
2198 uint heightmapWidth = Constants.RegionSize + 2;
2199 uint heightmapHeight = Constants.RegionSize + 2;
2200
2201 uint heightmapWidthSamples = heightmapWidth + 1;
2202 uint heightmapHeightSamples = heightmapHeight + 1;
2203
2204 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2205
2206 const float scale = 1.0f;
2207 const float offset = 0.0f;
2208 const float thickness = 10f;
2209 const int wrap = 0;
2210
2211 uint regionsize = Constants.RegionSize;
2212
2213 float hfmin = float.MaxValue;
2214 float hfmax = float.MinValue;
2215 float val;
2216 uint xx;
2217 uint yy;
2218
2219 uint maxXXYY = regionsize - 1;
2220 // flipping map adding one margin all around so things don't fall in edges
2221
2222 uint xt = 0;
2223 xx = 0;
2224
2225 for (uint x = 0; x < heightmapWidthSamples; x++)
2226 {
2227 if (x > 1 && xx < maxXXYY)
2228 xx++;
2229 yy = 0;
2230 for (uint y = 0; y < heightmapHeightSamples; y++)
2231 {
2232 if (y > 1 && y < maxXXYY)
2233 yy += regionsize;
2234
2235 val = heightMap[yy + xx];
2236 if (val < 0.0f)
2237 val = 0.0f; // no neg terrain as in chode
2238 _heightmap[xt + y] = val;
2239
2240 if (hfmin > val)
2241 hfmin = val;
2242 if (hfmax < val)
2243 hfmax = val;
2244 }
2245 xt += heightmapHeightSamples;
2246 }
2247 lock (OdeLock)
2248 {
2249 IntPtr GroundGeom = IntPtr.Zero;
2250 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2251 {
2252 RegionTerrain.Remove(pOffset);
2253 if (GroundGeom != IntPtr.Zero)
2254 {
2255 actor_name_map.Remove(GroundGeom);
2256 d.GeomDestroy(GroundGeom);
2257
2258 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2259 {
2260 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2261 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2262 TerrainHeightFieldHeights.Remove(GroundGeom);
2263 }
2264 }
2265 }
2266 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2267
2268 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2269
2270 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2271 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2272 offset, thickness, wrap);
2273
2274 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2275 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2276 if (GroundGeom != IntPtr.Zero)
2277 {
2278 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2279 d.GeomSetCollideBits(GroundGeom, 0);
2280
2281 PhysicsActor pa = new NullPhysicsActor();
2282 pa.Name = "Terrain";
2283 pa.PhysicsActorType = (int)ActorTypes.Ground;
2284 actor_name_map[GroundGeom] = pa;
2285
2286// geom_name_map[GroundGeom] = "Terrain";
2287
2288 d.Matrix3 R = new d.Matrix3();
2289
2290 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2291 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2292
2293
2294 q1 = q1 * q2;
2295
2296 Vector3 v3;
2297 float angle;
2298 q1.GetAxisAngle(out v3, out angle);
2299
2300 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2301 d.GeomSetRotation(GroundGeom, ref R);
2302 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2303 RegionTerrain.Add(pOffset, GroundGeom);
2304 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2305 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2306 }
2307 }
2308 }
2309
2310 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2311 {
2312 // assumes 1m size grid and constante size square regions
2313 // needs to know about sims around in future
2314
2315 float[] _heightmap;
2316
2317 uint heightmapWidth = Constants.RegionSize + 2;
2318 uint heightmapHeight = Constants.RegionSize + 2;
2319
2320 uint heightmapWidthSamples = heightmapWidth + 1;
2321 uint heightmapHeightSamples = heightmapHeight + 1;
2322
2323 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2324
2325
2326 uint regionsize = Constants.RegionSize;
2327
2328 float hfmin = float.MaxValue;
2329// float hfmax = float.MinValue;
2330 float val;
2331
2332
2333 uint maxXXYY = regionsize - 1;
2334 // adding one margin all around so things don't fall in edges
2335
2336 uint xx;
2337 uint yy = 0;
2338 uint yt = 0;
2339
2340 for (uint y = 0; y < heightmapHeightSamples; y++)
2341 {
2342 if (y > 1 && y < maxXXYY)
2343 yy += regionsize;
2344 xx = 0;
2345 for (uint x = 0; x < heightmapWidthSamples; x++)
2346 {
2347 if (x > 1 && x < maxXXYY)
2348 xx++;
2349
2350 val = heightMap[yy + xx];
2351 if (val < 0.0f)
2352 val = 0.0f; // no neg terrain as in chode
2353 _heightmap[yt + x] = val;
2354
2355 if (hfmin > val)
2356 hfmin = val;
2357// if (hfmax < val)
2358// hfmax = val;
2359 }
2360 yt += heightmapWidthSamples;
2361 }
2362 lock (OdeLock)
2363 {
2364 IntPtr GroundGeom = IntPtr.Zero;
2365 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2366 {
2367 RegionTerrain.Remove(pOffset);
2368 if (GroundGeom != IntPtr.Zero)
2369 {
2370 actor_name_map.Remove(GroundGeom);
2371 d.GeomDestroy(GroundGeom);
2372
2373 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2374 {
2375 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2376 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2377 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2378 TerrainHeightFieldHeights.Remove(GroundGeom);
2379 }
2380 }
2381 }
2382 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2383
2384 const int wrap = 0;
2385 float thickness = hfmin;
2386 if (thickness < 0)
2387 thickness = 1;
2388
2389 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2390
2391 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2392 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2393 thickness, wrap);
2394
2395// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2396 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2397 if (GroundGeom != IntPtr.Zero)
2398 {
2399 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2400 d.GeomSetCollideBits(GroundGeom, 0);
2401
2402 PhysicsActor pa = new NullPhysicsActor();
2403 pa.Name = "Terrain";
2404 pa.PhysicsActorType = (int)ActorTypes.Ground;
2405 actor_name_map[GroundGeom] = pa;
2406
2407// geom_name_map[GroundGeom] = "Terrain";
2408
2409 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2410 RegionTerrain.Add(pOffset, GroundGeom);
2411 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2412 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2413 }
2414 }
2415 }
2416
2417
2418 public override void DeleteTerrain()
2419 {
2420 }
2421
2422 public float GetWaterLevel()
2423 {
2424 return waterlevel;
2425 }
2426
2427 public override bool SupportsCombining()
2428 {
2429 return true;
2430 }
2431/*
2432 public override void UnCombine(PhysicsScene pScene)
2433 {
2434 IntPtr localGround = IntPtr.Zero;
2435// float[] localHeightfield;
2436 bool proceed = false;
2437 List<IntPtr> geomDestroyList = new List<IntPtr>();
2438
2439 lock (OdeLock)
2440 {
2441 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2442 {
2443 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2444 {
2445 if (geom == localGround)
2446 {
2447// localHeightfield = TerrainHeightFieldHeights[geom];
2448 proceed = true;
2449 }
2450 else
2451 {
2452 geomDestroyList.Add(geom);
2453 }
2454 }
2455
2456 if (proceed)
2457 {
2458 m_worldOffset = Vector3.Zero;
2459 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2460 m_parentScene = null;
2461
2462 foreach (IntPtr g in geomDestroyList)
2463 {
2464 // removingHeightField needs to be done or the garbage collector will
2465 // collect the terrain data before we tell ODE to destroy it causing
2466 // memory corruption
2467 if (TerrainHeightFieldHeights.ContainsKey(g))
2468 {
2469// float[] removingHeightField = TerrainHeightFieldHeights[g];
2470 TerrainHeightFieldHeights.Remove(g);
2471
2472 if (RegionTerrain.ContainsKey(g))
2473 {
2474 RegionTerrain.Remove(g);
2475 }
2476
2477 d.GeomDestroy(g);
2478 //removingHeightField = new float[0];
2479 }
2480 }
2481
2482 }
2483 else
2484 {
2485 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2486 }
2487 }
2488 }
2489 }
2490*/
2491 public override void SetWaterLevel(float baseheight)
2492 {
2493 waterlevel = baseheight;
2494// randomizeWater(waterlevel);
2495 }
2496/*
2497 public void randomizeWater(float baseheight)
2498 {
2499 const uint heightmapWidth = Constants.RegionSize + 2;
2500 const uint heightmapHeight = Constants.RegionSize + 2;
2501 const uint heightmapWidthSamples = heightmapWidth + 1;
2502 const uint heightmapHeightSamples = heightmapHeight + 1;
2503
2504 const float scale = 1.0f;
2505 const float offset = 0.0f;
2506 const int wrap = 0;
2507
2508 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2509
2510 float maxheigh = float.MinValue;
2511 float minheigh = float.MaxValue;
2512 float val;
2513 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2514 {
2515
2516 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2517 _watermap[i] = val;
2518 if (maxheigh < val)
2519 maxheigh = val;
2520 if (minheigh > val)
2521 minheigh = val;
2522 }
2523
2524 float thickness = minheigh;
2525
2526 lock (OdeLock)
2527 {
2528 if (WaterGeom != IntPtr.Zero)
2529 {
2530 actor_name_map.Remove(WaterGeom);
2531 d.GeomDestroy(WaterGeom);
2532 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2533 WaterGeom = IntPtr.Zero;
2534 WaterHeightmapData = IntPtr.Zero;
2535 if(WaterMapHandler.IsAllocated)
2536 WaterMapHandler.Free();
2537 }
2538
2539 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2540
2541 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2542
2543 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2544 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2545 offset, thickness, wrap);
2546 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2547 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2548 if (WaterGeom != IntPtr.Zero)
2549 {
2550 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2551 d.GeomSetCollideBits(WaterGeom, 0);
2552
2553
2554 PhysicsActor pa = new NullPhysicsActor();
2555 pa.Name = "Water";
2556 pa.PhysicsActorType = (int)ActorTypes.Water;
2557
2558 actor_name_map[WaterGeom] = pa;
2559// geom_name_map[WaterGeom] = "Water";
2560
2561 d.Matrix3 R = new d.Matrix3();
2562
2563 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2564 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2565
2566 q1 = q1 * q2;
2567 Vector3 v3;
2568 float angle;
2569 q1.GetAxisAngle(out v3, out angle);
2570
2571 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2572 d.GeomSetRotation(WaterGeom, ref R);
2573 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2574 }
2575 }
2576 }
2577*/
2578 public override void Dispose()
2579 {
2580 lock (OdeLock)
2581 {
2582 m_rayCastManager.Dispose();
2583 m_rayCastManager = null;
2584
2585 lock (_prims)
2586 {
2587 ChangesQueue.Clear();
2588 foreach (OdePrim prm in _prims)
2589 {
2590 prm.DoAChange(changes.Remove, null);
2591 _collisionEventPrim.Remove(prm);
2592 }
2593 _prims.Clear();
2594 }
2595
2596 OdeCharacter[] chtorem;
2597 lock (_characters)
2598 {
2599 chtorem = new OdeCharacter[_characters.Count];
2600 _characters.CopyTo(chtorem);
2601 }
2602
2603 ChangesQueue.Clear();
2604 foreach (OdeCharacter ch in chtorem)
2605 ch.DoAChange(changes.Remove, null);
2606
2607
2608 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2609 {
2610 if (GroundGeom != IntPtr.Zero)
2611 d.GeomDestroy(GroundGeom);
2612 }
2613
2614 RegionTerrain.Clear();
2615
2616 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2617 {
2618 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2619 {
2620 if (gch.IsAllocated)
2621 gch.Free();
2622 }
2623 }
2624
2625 TerrainHeightFieldHeightsHandlers.Clear();
2626 TerrainHeightFieldHeights.Clear();
2627/*
2628 if (WaterGeom != IntPtr.Zero)
2629 {
2630 d.GeomDestroy(WaterGeom);
2631 WaterGeom = IntPtr.Zero;
2632 if (WaterHeightmapData != IntPtr.Zero)
2633 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2634 WaterHeightmapData = IntPtr.Zero;
2635
2636 if (WaterMapHandler.IsAllocated)
2637 WaterMapHandler.Free();
2638 }
2639*/
2640 if (ContactgeomsArray != IntPtr.Zero)
2641 Marshal.FreeHGlobal(ContactgeomsArray);
2642 if (GlobalContactsArray != IntPtr.Zero)
2643 Marshal.FreeHGlobal(GlobalContactsArray);
2644
2645
2646 d.WorldDestroy(world);
2647 world = IntPtr.Zero;
2648 //d.CloseODE();
2649 }
2650 }
2651
2652 public override Dictionary<uint, float> GetTopColliders()
2653 {
2654 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2655 int cnt = 0;
2656 lock (_prims)
2657 {
2658 foreach (OdePrim prm in _prims)
2659 {
2660 if (prm.CollisionScore > 0)
2661 {
2662 returncolliders.Add(prm.LocalID, prm.CollisionScore);
2663 cnt++;
2664 prm.CollisionScore = 0f;
2665 if (cnt > 25)
2666 {
2667 break;
2668 }
2669 }
2670 }
2671 }
2672 return returncolliders;
2673 }
2674
2675 public override bool SupportsRayCast()
2676 {
2677 return true;
2678 }
2679
2680 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2681 {
2682 if (retMethod != null)
2683 {
2684 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2685 }
2686 }
2687
2688 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2689 {
2690 if (retMethod != null)
2691 {
2692 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2693 }
2694 }
2695
2696 // don't like this
2697 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2698 {
2699 ContactResult[] ourResults = null;
2700 RayCallback retMethod = delegate(List<ContactResult> results)
2701 {
2702 ourResults = new ContactResult[results.Count];
2703 results.CopyTo(ourResults, 0);
2704 };
2705 int waitTime = 0;
2706 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2707 while (ourResults == null && waitTime < 1000)
2708 {
2709 Thread.Sleep(1);
2710 waitTime++;
2711 }
2712 if (ourResults == null)
2713 return new List<ContactResult>();
2714 return new List<ContactResult>(ourResults);
2715 }
2716
2717 public override bool SuportsRaycastWorldFiltered()
2718 {
2719 return true;
2720 }
2721
2722 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2723 {
2724 object SyncObject = new object();
2725 List<ContactResult> ourresults = new List<ContactResult>();
2726
2727 RayCallback retMethod = delegate(List<ContactResult> results)
2728 {
2729 lock (SyncObject)
2730 {
2731 ourresults = results;
2732 Monitor.PulseAll(SyncObject);
2733 }
2734 };
2735
2736 lock (SyncObject)
2737 {
2738 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2739 if (!Monitor.Wait(SyncObject, 500))
2740 return null;
2741 else
2742 return ourresults;
2743 }
2744 }
2745
2746 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2747 {
2748 if (retMethod != null && actor !=null)
2749 {
2750 IntPtr geom;
2751 if (actor is OdePrim)
2752 geom = ((OdePrim)actor).prim_geom;
2753 else if (actor is OdeCharacter)
2754 geom = ((OdePrim)actor).prim_geom;
2755 else
2756 return;
2757 if (geom == IntPtr.Zero)
2758 return;
2759 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2760 }
2761 }
2762
2763 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2764 {
2765 if (retMethod != null && actor != null)
2766 {
2767 IntPtr geom;
2768 if (actor is OdePrim)
2769 geom = ((OdePrim)actor).prim_geom;
2770 else if (actor is OdeCharacter)
2771 geom = ((OdePrim)actor).prim_geom;
2772 else
2773 return;
2774 if (geom == IntPtr.Zero)
2775 return;
2776
2777 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2778 }
2779 }
2780
2781 // don't like this
2782 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2783 {
2784 if (actor != null)
2785 {
2786 IntPtr geom;
2787 if (actor is OdePrim)
2788 geom = ((OdePrim)actor).prim_geom;
2789 else if (actor is OdeCharacter)
2790 geom = ((OdePrim)actor).prim_geom;
2791 else
2792 return new List<ContactResult>();
2793 if (geom == IntPtr.Zero)
2794 return new List<ContactResult>();
2795
2796 ContactResult[] ourResults = null;
2797 RayCallback retMethod = delegate(List<ContactResult> results)
2798 {
2799 ourResults = new ContactResult[results.Count];
2800 results.CopyTo(ourResults, 0);
2801 };
2802 int waitTime = 0;
2803 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2804 while (ourResults == null && waitTime < 1000)
2805 {
2806 Thread.Sleep(1);
2807 waitTime++;
2808 }
2809 if (ourResults == null)
2810 return new List<ContactResult>();
2811 return new List<ContactResult>(ourResults);
2812 }
2813 return new List<ContactResult>();
2814 }
2815 }
2816}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 5b22860..693992a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -304,6 +304,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
304 return null; 304 return null;
305 } 305 }
306 306
307 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
308 {
309 // Remove a specific script
310
311 // Remove dataserver events
312 m_Dataserver[engine].RemoveEvents(localID, itemID);
313
314 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
315 if (comms != null)
316 comms.DeleteListener(itemID);
317
318 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
319 xmlrpc.DeleteChannels(itemID);
320 xmlrpc.CancelSRDRequests(itemID);
321
322 // Remove Sensors
323 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
324
325 }
326
307 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 327 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
308 { 328 {
309 List<Object> data = new List<Object>(); 329 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..b5fa6de
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,116 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false;
64
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
66 {
67 m_ScriptEngine = ScriptEngine;
68 m_host = host;
69 m_item = item;
70
71 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
72 m_CMFunctionsEnabled = true;
73 }
74
75 public override Object InitializeLifetimeService()
76 {
77 ILease lease = (ILease)base.InitializeLifetimeService();
78
79 if (lease.CurrentState == LeaseState.Initial)
80 {
81 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
82 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
83 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
84 }
85 return lease;
86 }
87
88 public Scene World
89 {
90 get { return m_ScriptEngine.World; }
91 }
92
93 public string cmDetectedCountry(int number)
94 {
95 m_host.AddScriptLPS(1);
96 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, number);
97 if (detectedParams == null)
98 return String.Empty;
99 return detectedParams.Country;
100 }
101
102 public string cmGetAgentCountry(LSL_Key key)
103 {
104 if (!World.Permissions.IsGod(m_host.OwnerID))
105 return String.Empty;
106
107 UUID uuid;
108
109 if (!UUID.TryParse(key, out uuid))
110 return String.Empty;
111
112 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
113 return account.UserCountry;
114 }
115 }
116}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 084bd41..6dfd723 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -103,15 +107,52 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
103 protected int m_notecardLineReadCharsMax = 255; 107 protected int m_notecardLineReadCharsMax = 255;
104 protected int m_scriptConsoleChannel = 0; 108 protected int m_scriptConsoleChannel = 0;
105 protected bool m_scriptConsoleChannelEnabled = false; 109 protected bool m_scriptConsoleChannelEnabled = false;
110 protected bool m_debuggerSafe = false;
106 protected IUrlModule m_UrlModule = null; 111 protected IUrlModule m_UrlModule = null;
107 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>(); 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 113 new Dictionary<UUID, UserInfoCacheEntry>();
114 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
115
116// protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
118 DateTime m_lastSayShoutCheck;
119
120 private Dictionary<string, string> MovementAnimationsForLSL =
121 new Dictionary<string, string> {
122 {"FLY", "Flying"},
123 {"FLYSLOW", "FlyingSlow"},
124 {"HOVER_UP", "Hovering Up"},
125 {"HOVER_DOWN", "Hovering Down"},
126 {"HOVER", "Hovering"},
127 {"LAND", "Landing"},
128 {"FALLDOWN", "Falling Down"},
129 {"PREJUMP", "PreJumping"},
130 {"JUMP", "Jumping"},
131 {"STANDUP", "Standing Up"},
132 {"SOFT_LAND", "Soft Landing"},
133 {"STAND", "Standing"},
134 {"CROUCHWALK", "CrouchWalking"},
135 {"RUN", "Running"},
136 {"WALK", "Walking"},
137 {"CROUCH", "Crouching"},
138 {"TURNLEFT", "Turning Left"},
139 {"TURNRIGHT", "Turning Right"}
140 };
109 141
110 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
111 { 143 {
144/*
145 m_ShoutSayTimer = new Timer(1000);
146 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
147 m_ShoutSayTimer.AutoReset = true;
148 m_ShoutSayTimer.Start();
149*/
150 m_lastSayShoutCheck = DateTime.UtcNow;
151
112 m_ScriptEngine = ScriptEngine; 152 m_ScriptEngine = ScriptEngine;
113 m_host = host; 153 m_host = host;
114 m_item = item; 154 m_item = item;
155 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
115 156
116 LoadLimits(); // read script limits from config. 157 LoadLimits(); // read script limits from config.
117 158
@@ -171,6 +212,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
171 get { return m_ScriptEngine.World; } 212 get { return m_ScriptEngine.World; }
172 } 213 }
173 214
215 [DebuggerNonUserCode]
174 public void state(string newState) 216 public void state(string newState)
175 { 217 {
176 m_ScriptEngine.SetState(m_item.ItemID, newState); 218 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -180,6 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
180 /// Reset the named script. The script must be present 222 /// Reset the named script. The script must be present
181 /// in the same prim. 223 /// in the same prim.
182 /// </summary> 224 /// </summary>
225 [DebuggerNonUserCode]
183 public void llResetScript() 226 public void llResetScript()
184 { 227 {
185 m_host.AddScriptLPS(1); 228 m_host.AddScriptLPS(1);
@@ -236,9 +279,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
236 } 279 }
237 } 280 }
238 281
282 public List<ScenePresence> GetLinkAvatars(int linkType)
283 {
284 List<ScenePresence> ret = new List<ScenePresence>();
285 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
286 return ret;
287
288 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
289
290 switch (linkType)
291 {
292 case ScriptBaseClass.LINK_SET:
293 return avs;
294
295 case ScriptBaseClass.LINK_ROOT:
296 return ret;
297
298 case ScriptBaseClass.LINK_ALL_OTHERS:
299 return avs;
300
301 case ScriptBaseClass.LINK_ALL_CHILDREN:
302 return avs;
303
304 case ScriptBaseClass.LINK_THIS:
305 return ret;
306
307 default:
308 if (linkType < 0)
309 return ret;
310
311 int partCount = m_host.ParentGroup.GetPartCount();
312
313 if (linkType <= partCount)
314 {
315 return ret;
316 }
317 else
318 {
319 linkType = linkType - partCount;
320 if (linkType > avs.Count)
321 {
322 return ret;
323 }
324 else
325 {
326 ret.Add(avs[linkType-1]);
327 return ret;
328 }
329 }
330 }
331 }
332
239 public List<SceneObjectPart> GetLinkParts(int linkType) 333 public List<SceneObjectPart> GetLinkParts(int linkType)
240 { 334 {
241 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 335 List<SceneObjectPart> ret = new List<SceneObjectPart>();
336 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
337 return ret;
242 ret.Add(m_host); 338 ret.Add(m_host);
243 339
244 switch (linkType) 340 switch (linkType)
@@ -437,31 +533,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
437 533
438 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 534 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
439 535
440 /// <summary> 536 // Utility function for llRot2Euler
441 /// Convert an LSL rotation to a Euler vector. 537
442 /// </summary> 538 // normalize an angle between -PI and PI (-180 to +180 degrees)
443 /// <remarks> 539 protected double NormalizeAngle(double angle)
444 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
445 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
446 /// </remarks>
447 /// <param name="r"></param>
448 /// <returns></returns>
449 public LSL_Vector llRot2Euler(LSL_Rotation r)
450 { 540 {
451 m_host.AddScriptLPS(1); 541 if (angle > -Math.PI && angle < Math.PI)
542 return angle;
543
544 int numPis = (int)(Math.PI / angle);
545 double remainder = angle - Math.PI * numPis;
546 if (numPis % 2 == 1)
547 return Math.PI - angle;
548 return remainder;
549 }
452 550
453 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 551 public LSL_Vector llRot2Euler(LSL_Rotation q1)
454 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 552 {
455 if (m == 0.0) return new LSL_Vector(); 553 m_host.AddScriptLPS(1);
456 double x = Math.Atan2(-v.y, v.z); 554 LSL_Vector eul = new LSL_Vector();
457 double sin = v.x / m;
458 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
459 double y = Math.Asin(sin);
460 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
461 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
462 double z = Math.Atan2(v.y, v.x);
463 555
464 return new LSL_Vector(x, y, z); 556 double sqw = q1.s*q1.s;
557 double sqx = q1.x*q1.x;
558 double sqy = q1.z*q1.z;
559 double sqz = q1.y*q1.y;
560 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
561 double test = q1.x*q1.z + q1.y*q1.s;
562 if (test > 0.4999*unit) { // singularity at north pole
563 eul.z = 2 * Math.Atan2(q1.x,q1.s);
564 eul.y = Math.PI/2;
565 eul.x = 0;
566 return eul;
567 }
568 if (test < -0.4999*unit) { // singularity at south pole
569 eul.z = -2 * Math.Atan2(q1.x,q1.s);
570 eul.y = -Math.PI/2;
571 eul.x = 0;
572 return eul;
573 }
574 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
575 eul.y = Math.Asin(2*test/unit);
576 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
577 return eul;
465 } 578 }
466 579
467 /* From wiki: 580 /* From wiki:
@@ -514,18 +627,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
514 m_host.AddScriptLPS(1); 627 m_host.AddScriptLPS(1);
515 628
516 double x,y,z,s; 629 double x,y,z,s;
517 630 v.x *= 0.5;
518 double c1 = Math.Cos(v.x * 0.5); 631 v.y *= 0.5;
519 double c2 = Math.Cos(v.y * 0.5); 632 v.z *= 0.5;
520 double c3 = Math.Cos(v.z * 0.5); 633 double c1 = Math.Cos(v.x);
521 double s1 = Math.Sin(v.x * 0.5); 634 double c2 = Math.Cos(v.y);
522 double s2 = Math.Sin(v.y * 0.5); 635 double c1c2 = c1 * c2;
523 double s3 = Math.Sin(v.z * 0.5); 636 double s1 = Math.Sin(v.x);
524 637 double s2 = Math.Sin(v.y);
525 x = s1 * c2 * c3 + c1 * s2 * s3; 638 double s1s2 = s1 * s2;
526 y = c1 * s2 * c3 - s1 * c2 * s3; 639 double c1s2 = c1 * s2;
527 z = s1 * s2 * c3 + c1 * c2 * s3; 640 double s1c2 = s1 * c2;
528 s = c1 * c2 * c3 - s1 * s2 * s3; 641 double c3 = Math.Cos(v.z);
642 double s3 = Math.Sin(v.z);
643
644 x = s1c2 * c3 + c1s2 * s3;
645 y = c1s2 * c3 - s1c2 * s3;
646 z = s1s2 * c3 + c1c2 * s3;
647 s = c1c2 * c3 - s1s2 * s3;
529 648
530 return new LSL_Rotation(x, y, z, s); 649 return new LSL_Rotation(x, y, z, s);
531 } 650 }
@@ -663,77 +782,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
663 { 782 {
664 //A and B should both be normalized 783 //A and B should both be normalized
665 m_host.AddScriptLPS(1); 784 m_host.AddScriptLPS(1);
666 LSL_Rotation rotBetween; 785 /* This method is more accurate than the SL one, and thus causes problems
667 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 786 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
668 // continue calculation. 787
669 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 788 double dotProduct = LSL_Vector.Dot(a, b);
789 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
790 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
791 double angle = Math.Acos(dotProduct / magProduct);
792 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
793 double s = Math.Sin(angle / 2);
794
795 double x = axis.x * s;
796 double y = axis.y * s;
797 double z = axis.z * s;
798 double w = Math.Cos(angle / 2);
799
800 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
801 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
802
803 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
804 */
805
806 // This method mimics the 180 errors found in SL
807 // See www.euclideanspace.com... angleBetween
808 LSL_Vector vec_a = a;
809 LSL_Vector vec_b = b;
810
811 // Eliminate zero length
812 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
813 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
814 if (vec_a_mag < 0.00001 ||
815 vec_b_mag < 0.00001)
670 { 816 {
671 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 817 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
672 } 818 }
673 else 819
820 // Normalize
821 vec_a = llVecNorm(vec_a);
822 vec_b = llVecNorm(vec_b);
823
824 // Calculate axis and rotation angle
825 LSL_Vector axis = vec_a % vec_b;
826 LSL_Float cos_theta = vec_a * vec_b;
827
828 // Check if parallel
829 if (cos_theta > 0.99999)
674 { 830 {
675 a = LSL_Vector.Norm(a); 831 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
676 b = LSL_Vector.Norm(b); 832 }
677 double dotProduct = LSL_Vector.Dot(a, b); 833
678 // There are two degenerate cases possible. These are for vectors 180 or 834 // Check if anti-parallel
679 // 0 degrees apart. These have to be detected and handled individually. 835 else if (cos_theta < -0.99999)
680 // 836 {
681 // Check for vectors 180 degrees apart. 837 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
682 // A dot product of -1 would mean the angle between vectors is 180 degrees. 838 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
683 if (dotProduct < -0.9999999f) 839 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
684 { 840 }
685 // First assume X axis is orthogonal to the vectors. 841 else // other rotation
686 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 842 {
687 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 843 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
688 // Check for near zero vector. A very small non-zero number here will create 844 axis = llVecNorm(axis);
689 // a rotation in an undesired direction. 845 double x, y, z, s, t;
690 if (LSL_Vector.Mag(orthoVector) > 0.0001) 846 s = Math.Cos(theta);
691 { 847 t = Math.Sin(theta);
692 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 848 x = axis.x * t;
693 } 849 y = axis.y * t;
694 // If the magnitude of the vector was near zero, then assume the X axis is not 850 z = axis.z * t;
695 // orthogonal and use the Z axis instead. 851 return new LSL_Rotation(x,y,z,s);
696 else
697 {
698 // Set 180 z rotation.
699 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
700 }
701 }
702 // Check for parallel vectors.
703 // A dot product of 1 would mean the angle between vectors is 0 degrees.
704 else if (dotProduct > 0.9999999f)
705 {
706 // Set zero rotation.
707 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
708 }
709 else
710 {
711 // All special checks have been performed so get the axis of rotation.
712 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
713 // Quarternion s value is the length of the unit vector + dot product.
714 double qs = 1.0 + dotProduct;
715 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
716 // Normalize the rotation.
717 double mag = LSL_Rotation.Mag(rotBetween);
718 // We shouldn't have to worry about a divide by zero here. The qs value will be
719 // non-zero because we already know if we're here, then the dotProduct is not -1 so
720 // qs will not be zero. Also, we've already handled the input vectors being zero so the
721 // crossProduct vector should also not be zero.
722 rotBetween.x = rotBetween.x / mag;
723 rotBetween.y = rotBetween.y / mag;
724 rotBetween.z = rotBetween.z / mag;
725 rotBetween.s = rotBetween.s / mag;
726 // Check for undefined values and set zero rotation if any found. This code might not actually be required
727 // any longer since zero vectors are checked for at the top.
728 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
729 {
730 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
731 }
732 }
733 } 852 }
734 return rotBetween;
735 } 853 }
736 854
737 public void llWhisper(int channelID, string text) 855 public void llWhisper(int channelID, string text)
738 { 856 {
739 m_host.AddScriptLPS(1); 857 m_host.AddScriptLPS(1);
@@ -749,10 +867,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
749 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text); 867 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text);
750 } 868 }
751 869
870 private void CheckSayShoutTime()
871 {
872 DateTime now = DateTime.UtcNow;
873 if ((now - m_lastSayShoutCheck).Ticks > 10000000) // 1sec
874 {
875 m_lastSayShoutCheck = now;
876 m_SayShoutCount = 0;
877 }
878 else
879 m_SayShoutCount++;
880 }
881
752 public void llSay(int channelID, string text) 882 public void llSay(int channelID, string text)
753 { 883 {
754 m_host.AddScriptLPS(1); 884 m_host.AddScriptLPS(1);
755 885
886 if (channelID == 0)
887// m_SayShoutCount++;
888 CheckSayShoutTime();
889
890 if (m_SayShoutCount >= 11)
891 ScriptSleep(2000);
892
756 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 893 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
757 { 894 {
758 Console.WriteLine(text); 895 Console.WriteLine(text);
@@ -775,6 +912,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
775 { 912 {
776 m_host.AddScriptLPS(1); 913 m_host.AddScriptLPS(1);
777 914
915 if (channelID == 0)
916// m_SayShoutCount++;
917 CheckSayShoutTime();
918
919 if (m_SayShoutCount >= 11)
920 ScriptSleep(2000);
921
778 if (text.Length > 1023) 922 if (text.Length > 1023)
779 text = text.Substring(0, 1023); 923 text = text.Substring(0, 1023);
780 924
@@ -806,22 +950,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
806 950
807 public void llRegionSayTo(string target, int channel, string msg) 951 public void llRegionSayTo(string target, int channel, string msg)
808 { 952 {
953 string error = String.Empty;
954
809 if (msg.Length > 1023) 955 if (msg.Length > 1023)
810 msg = msg.Substring(0, 1023); 956 msg = msg.Substring(0, 1023);
811 957
812 m_host.AddScriptLPS(1); 958 m_host.AddScriptLPS(1);
813 959
814 if (channel == ScriptBaseClass.DEBUG_CHANNEL)
815 {
816 return;
817 }
818
819 UUID TargetID; 960 UUID TargetID;
820 UUID.TryParse(target, out TargetID); 961 UUID.TryParse(target, out TargetID);
821 962
822 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 963 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
823 if (wComm != null) 964 if (wComm != null)
824 wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg); 965 if (!wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg, out error))
966 LSLError(error);
825 } 967 }
826 968
827 public LSL_Integer llListen(int channelID, string name, string ID, string msg) 969 public LSL_Integer llListen(int channelID, string name, string ID, string msg)
@@ -1077,10 +1219,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1077 return detectedParams.TouchUV; 1219 return detectedParams.TouchUV;
1078 } 1220 }
1079 1221
1222 [DebuggerNonUserCode]
1080 public virtual void llDie() 1223 public virtual void llDie()
1081 { 1224 {
1082 m_host.AddScriptLPS(1); 1225 m_host.AddScriptLPS(1);
1083 throw new SelfDeleteException(); 1226 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1084 } 1227 }
1085 1228
1086 public LSL_Float llGround(LSL_Vector offset) 1229 public LSL_Float llGround(LSL_Vector offset)
@@ -1153,6 +1296,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1153 1296
1154 public void llSetStatus(int status, int value) 1297 public void llSetStatus(int status, int value)
1155 { 1298 {
1299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1300 return;
1156 m_host.AddScriptLPS(1); 1301 m_host.AddScriptLPS(1);
1157 1302
1158 int statusrotationaxis = 0; 1303 int statusrotationaxis = 0;
@@ -1176,6 +1321,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1176 if (!allow) 1321 if (!allow)
1177 return; 1322 return;
1178 1323
1324 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1325 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1326 return;
1327
1179 m_host.ScriptSetPhysicsStatus(true); 1328 m_host.ScriptSetPhysicsStatus(true);
1180 } 1329 }
1181 else 1330 else
@@ -1385,6 +1534,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1385 { 1534 {
1386 m_host.AddScriptLPS(1); 1535 m_host.AddScriptLPS(1);
1387 1536
1537 SetColor(m_host, color, face);
1538 }
1539
1540 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1541 {
1542 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1543 return;
1544
1545 Primitive.TextureEntry tex = part.Shape.Textures;
1546 Color4 texcolor;
1547 if (face >= 0 && face < GetNumberOfSides(part))
1548 {
1549 texcolor = tex.CreateFace((uint)face).RGBA;
1550 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1551 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1552 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1553 tex.FaceTextures[face].RGBA = texcolor;
1554 part.UpdateTextureEntry(tex.GetBytes());
1555 return;
1556 }
1557 else if (face == ScriptBaseClass.ALL_SIDES)
1558 {
1559 for (uint i = 0; i < GetNumberOfSides(part); i++)
1560 {
1561 if (tex.FaceTextures[i] != null)
1562 {
1563 texcolor = tex.FaceTextures[i].RGBA;
1564 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1565 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1566 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1567 tex.FaceTextures[i].RGBA = texcolor;
1568 }
1569 texcolor = tex.DefaultTexture.RGBA;
1570 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1571 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1572 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1573 tex.DefaultTexture.RGBA = texcolor;
1574 }
1575 part.UpdateTextureEntry(tex.GetBytes());
1576 return;
1577 }
1578
1388 if (face == ScriptBaseClass.ALL_SIDES) 1579 if (face == ScriptBaseClass.ALL_SIDES)
1389 face = SceneObjectPart.ALL_SIDES; 1580 face = SceneObjectPart.ALL_SIDES;
1390 1581
@@ -1393,6 +1584,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1393 1584
1394 public void SetTexGen(SceneObjectPart part, int face,int style) 1585 public void SetTexGen(SceneObjectPart part, int face,int style)
1395 { 1586 {
1587 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1588 return;
1589
1396 Primitive.TextureEntry tex = part.Shape.Textures; 1590 Primitive.TextureEntry tex = part.Shape.Textures;
1397 MappingType textype; 1591 MappingType textype;
1398 textype = MappingType.Default; 1592 textype = MappingType.Default;
@@ -1423,6 +1617,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1423 1617
1424 public void SetGlow(SceneObjectPart part, int face, float glow) 1618 public void SetGlow(SceneObjectPart part, int face, float glow)
1425 { 1619 {
1620 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1621 return;
1622
1426 Primitive.TextureEntry tex = part.Shape.Textures; 1623 Primitive.TextureEntry tex = part.Shape.Textures;
1427 if (face >= 0 && face < GetNumberOfSides(part)) 1624 if (face >= 0 && face < GetNumberOfSides(part))
1428 { 1625 {
@@ -1448,6 +1645,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1448 1645
1449 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1646 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1450 { 1647 {
1648 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return;
1451 1650
1452 Shininess sval = new Shininess(); 1651 Shininess sval = new Shininess();
1453 1652
@@ -1498,6 +1697,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1498 1697
1499 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1698 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1500 { 1699 {
1700 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1701 return;
1702
1501 Primitive.TextureEntry tex = part.Shape.Textures; 1703 Primitive.TextureEntry tex = part.Shape.Textures;
1502 if (face >= 0 && face < GetNumberOfSides(part)) 1704 if (face >= 0 && face < GetNumberOfSides(part))
1503 { 1705 {
@@ -1558,13 +1760,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1558 m_host.AddScriptLPS(1); 1760 m_host.AddScriptLPS(1);
1559 1761
1560 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1762 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1561 1763 if (parts.Count > 0)
1562 foreach (SceneObjectPart part in parts) 1764 {
1563 SetAlpha(part, alpha, face); 1765 try
1766 {
1767 parts[0].ParentGroup.areUpdatesSuspended = true;
1768 foreach (SceneObjectPart part in parts)
1769 SetAlpha(part, alpha, face);
1770 }
1771 finally
1772 {
1773 parts[0].ParentGroup.areUpdatesSuspended = false;
1774 }
1775 }
1564 } 1776 }
1565 1777
1566 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1778 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1567 { 1779 {
1780 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1781 return;
1782
1568 Primitive.TextureEntry tex = part.Shape.Textures; 1783 Primitive.TextureEntry tex = part.Shape.Textures;
1569 Color4 texcolor; 1784 Color4 texcolor;
1570 if (face >= 0 && face < GetNumberOfSides(part)) 1785 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1617,7 +1832,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1617 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1832 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1618 float wind, float tension, LSL_Vector Force) 1833 float wind, float tension, LSL_Vector Force)
1619 { 1834 {
1620 if (part == null) 1835 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1621 return; 1836 return;
1622 1837
1623 if (flexi) 1838 if (flexi)
@@ -1651,7 +1866,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1651 /// <param name="falloff"></param> 1866 /// <param name="falloff"></param>
1652 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1867 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1653 { 1868 {
1654 if (part == null) 1869 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1655 return; 1870 return;
1656 1871
1657 if (light) 1872 if (light)
@@ -1684,11 +1899,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1684 Primitive.TextureEntry tex = part.Shape.Textures; 1899 Primitive.TextureEntry tex = part.Shape.Textures;
1685 Color4 texcolor; 1900 Color4 texcolor;
1686 LSL_Vector rgb = new LSL_Vector(); 1901 LSL_Vector rgb = new LSL_Vector();
1902 int nsides = GetNumberOfSides(part);
1903
1687 if (face == ScriptBaseClass.ALL_SIDES) 1904 if (face == ScriptBaseClass.ALL_SIDES)
1688 { 1905 {
1689 int i; 1906 int i;
1690 1907 for (i = 0; i < nsides; i++)
1691 for (i = 0 ; i < GetNumberOfSides(part); i++)
1692 { 1908 {
1693 texcolor = tex.GetFace((uint)i).RGBA; 1909 texcolor = tex.GetFace((uint)i).RGBA;
1694 rgb.x += texcolor.R; 1910 rgb.x += texcolor.R;
@@ -1696,14 +1912,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1696 rgb.z += texcolor.B; 1912 rgb.z += texcolor.B;
1697 } 1913 }
1698 1914
1699 rgb.x /= (float)GetNumberOfSides(part); 1915 float invnsides = 1.0f / (float)nsides;
1700 rgb.y /= (float)GetNumberOfSides(part); 1916
1701 rgb.z /= (float)GetNumberOfSides(part); 1917 rgb.x *= invnsides;
1918 rgb.y *= invnsides;
1919 rgb.z *= invnsides;
1702 1920
1703 return rgb; 1921 return rgb;
1704 } 1922 }
1705 1923 if (face >= 0 && face < nsides)
1706 if (face >= 0 && face < GetNumberOfSides(part))
1707 { 1924 {
1708 texcolor = tex.GetFace((uint)face).RGBA; 1925 texcolor = tex.GetFace((uint)face).RGBA;
1709 rgb.x = texcolor.R; 1926 rgb.x = texcolor.R;
@@ -1730,15 +1947,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1730 m_host.AddScriptLPS(1); 1947 m_host.AddScriptLPS(1);
1731 1948
1732 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1949 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1733 1950 if (parts.Count > 0)
1734 foreach (SceneObjectPart part in parts) 1951 {
1735 SetTexture(part, texture, face); 1952 try
1736 1953 {
1954 parts[0].ParentGroup.areUpdatesSuspended = true;
1955 foreach (SceneObjectPart part in parts)
1956 SetTexture(part, texture, face);
1957 }
1958 finally
1959 {
1960 parts[0].ParentGroup.areUpdatesSuspended = false;
1961 }
1962 }
1737 ScriptSleep(200); 1963 ScriptSleep(200);
1738 } 1964 }
1739 1965
1740 protected void SetTexture(SceneObjectPart part, string texture, int face) 1966 protected void SetTexture(SceneObjectPart part, string texture, int face)
1741 { 1967 {
1968 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1969 return;
1970
1742 UUID textureID = new UUID(); 1971 UUID textureID = new UUID();
1743 1972
1744 textureID = InventoryKey(texture, (int)AssetType.Texture); 1973 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1783,6 +2012,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1783 2012
1784 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 2013 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1785 { 2014 {
2015 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2016 return;
2017
1786 Primitive.TextureEntry tex = part.Shape.Textures; 2018 Primitive.TextureEntry tex = part.Shape.Textures;
1787 if (face >= 0 && face < GetNumberOfSides(part)) 2019 if (face >= 0 && face < GetNumberOfSides(part))
1788 { 2020 {
@@ -1819,6 +2051,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1819 2051
1820 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2052 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1821 { 2053 {
2054 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2055 return;
2056
1822 Primitive.TextureEntry tex = part.Shape.Textures; 2057 Primitive.TextureEntry tex = part.Shape.Textures;
1823 if (face >= 0 && face < GetNumberOfSides(part)) 2058 if (face >= 0 && face < GetNumberOfSides(part))
1824 { 2059 {
@@ -1855,6 +2090,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1855 2090
1856 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2091 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1857 { 2092 {
2093 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2094 return;
2095
1858 Primitive.TextureEntry tex = part.Shape.Textures; 2096 Primitive.TextureEntry tex = part.Shape.Textures;
1859 if (face >= 0 && face < GetNumberOfSides(part)) 2097 if (face >= 0 && face < GetNumberOfSides(part))
1860 { 2098 {
@@ -1975,7 +2213,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1975 2213
1976 bool sameParcel = here.GlobalID == there.GlobalID; 2214 bool sameParcel = here.GlobalID == there.GlobalID;
1977 2215
1978 if (!sameParcel && !World.Permissions.CanRezObject(m_host.ParentGroup.PrimCount, m_host.ParentGroup.OwnerID, new Vector3((float)pos.x, (float)pos.y, (float)pos.z))) 2216 if (!sameParcel && !World.Permissions.CanObjectEntry(m_host.UUID, false, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)))
1979 { 2217 {
1980 return 0; 2218 return 0;
1981 } 2219 }
@@ -2024,24 +2262,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2024 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param> 2262 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
2025 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust) 2263 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
2026 { 2264 {
2027 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2265 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2266 return;
2267
2028 LSL_Vector currentPos = GetPartLocalPos(part); 2268 LSL_Vector currentPos = GetPartLocalPos(part);
2269 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2029 2270
2030 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
2031 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
2032 2271
2033 if (part.ParentGroup.RootPart == part) 2272 if (part.ParentGroup.RootPart == part)
2034 { 2273 {
2035 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
2036 targetPos.z = ground;
2037 SceneObjectGroup parent = part.ParentGroup; 2274 SceneObjectGroup parent = part.ParentGroup;
2038 LSL_Vector real_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos); 2275 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2039 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2276 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2277 return;
2278 Util.FireAndForget(delegate(object x) {
2279 parent.UpdateGroupPosition(dest);
2280 });
2040 } 2281 }
2041 else 2282 else
2042 { 2283 {
2043 LSL_Vector rel_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos); 2284 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2044 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2045 SceneObjectGroup parent = part.ParentGroup; 2285 SceneObjectGroup parent = part.ParentGroup;
2046 parent.HasGroupChanged = true; 2286 parent.HasGroupChanged = true;
2047 parent.ScheduleGroupForTerseUpdate(); 2287 parent.ScheduleGroupForTerseUpdate();
@@ -2074,17 +2314,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2074 else 2314 else
2075 { 2315 {
2076 if (part.ParentGroup.IsAttachment) 2316 if (part.ParentGroup.IsAttachment)
2077 {
2078 pos = part.AttachedPos; 2317 pos = part.AttachedPos;
2079 }
2080 else 2318 else
2081 {
2082 pos = part.AbsolutePosition; 2319 pos = part.AbsolutePosition;
2083 }
2084 } 2320 }
2085 2321
2086// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2087
2088 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2322 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2089 } 2323 }
2090 2324
@@ -2093,18 +2327,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2093 m_host.AddScriptLPS(1); 2327 m_host.AddScriptLPS(1);
2094 2328
2095 // try to let this work as in SL... 2329 // try to let this work as in SL...
2096 if (m_host.ParentID == 0) 2330 if (m_host.LinkNum < 2)
2097 { 2331 {
2098 // special case: If we are root, rotate complete SOG to new rotation 2332 // Special case: If we are root, rotate complete SOG to new
2333 // rotation.
2334 // We are root if the link number is 0 (single prim) or 1
2335 // (root prim). ParentID may be nonzero in attachments and
2336 // using it would cause attachments and HUDs to rotate
2337 // to the wrong positions.
2338
2099 SetRot(m_host, Rot2Quaternion(rot)); 2339 SetRot(m_host, Rot2Quaternion(rot));
2100 } 2340 }
2101 else 2341 else
2102 { 2342 {
2103 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 2343 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
2104 SceneObjectPart rootPart = m_host.ParentGroup.RootPart; 2344 SceneObjectPart rootPart;
2105 if (rootPart != null) // better safe than sorry 2345 if (m_host.ParentGroup != null) // better safe than sorry
2106 { 2346 {
2107 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); 2347 rootPart = m_host.ParentGroup.RootPart;
2348 if (rootPart != null)
2349 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
2108 } 2350 }
2109 } 2351 }
2110 2352
@@ -2114,31 +2356,53 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2114 public void llSetLocalRot(LSL_Rotation rot) 2356 public void llSetLocalRot(LSL_Rotation rot)
2115 { 2357 {
2116 m_host.AddScriptLPS(1); 2358 m_host.AddScriptLPS(1);
2359
2117 SetRot(m_host, Rot2Quaternion(rot)); 2360 SetRot(m_host, Rot2Quaternion(rot));
2118 ScriptSleep(200); 2361 ScriptSleep(200);
2119 } 2362 }
2120 2363
2121 protected void SetRot(SceneObjectPart part, Quaternion rot) 2364 protected void SetRot(SceneObjectPart part, Quaternion rot)
2122 { 2365 {
2123 part.UpdateRotation(rot); 2366 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2124 // Update rotation does not move the object in the physics scene if it's a linkset. 2367 return;
2125 2368
2126//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 2369 bool isroot = (part == part.ParentGroup.RootPart);
2127// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 2370 bool isphys;
2128 2371
2129 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
2130 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
2131 // It's perfectly okay when the object is not an active physical body though.
2132 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
2133 // but only if the object is not physial and active. This is important for rotating doors.
2134 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
2135 // scene
2136 PhysicsActor pa = part.PhysActor; 2372 PhysicsActor pa = part.PhysActor;
2137 2373
2138 if (pa != null && !pa.IsPhysical) 2374 // keep using physactor ideia of isphysical
2375 // it should be SOP ideia of that
2376 // not much of a issue with ubitODE
2377 if (pa != null && pa.IsPhysical)
2378 isphys = true;
2379 else
2380 isphys = false;
2381
2382 // SL doesn't let scripts rotate root of physical linksets
2383 if (isroot && isphys)
2384 return;
2385
2386 part.UpdateRotation(rot);
2387
2388 // Update rotation does not move the object in the physics engine if it's a non physical linkset
2389 // so do a nasty update of parts positions if is a root part rotation
2390 if (isroot && pa != null) // with if above implies non physical root part
2139 { 2391 {
2140 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2392 part.ParentGroup.ResetChildPrimPhysicsPositions();
2141 } 2393 }
2394 else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
2395 {
2396 List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
2397 if (sittingavas.Count > 0)
2398 {
2399 foreach (ScenePresence av in sittingavas)
2400 {
2401 if (isroot || part.LocalId == av.ParentID)
2402 av.SendTerseUpdateToAllClients();
2403 }
2404 }
2405 }
2142 } 2406 }
2143 2407
2144 /// <summary> 2408 /// <summary>
@@ -2186,8 +2450,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2186 2450
2187 public LSL_Rotation llGetLocalRot() 2451 public LSL_Rotation llGetLocalRot()
2188 { 2452 {
2453 return GetPartLocalRot(m_host);
2454 }
2455
2456 private LSL_Rotation GetPartLocalRot(SceneObjectPart part)
2457 {
2189 m_host.AddScriptLPS(1); 2458 m_host.AddScriptLPS(1);
2190 return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); 2459 Quaternion rot = part.RotationOffset;
2460 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2191 } 2461 }
2192 2462
2193 public void llSetForce(LSL_Vector force, int local) 2463 public void llSetForce(LSL_Vector force, int local)
@@ -2271,16 +2541,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2271 m_host.ApplyImpulse(v, local != 0); 2541 m_host.ApplyImpulse(v, local != 0);
2272 } 2542 }
2273 2543
2544
2274 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2545 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2275 { 2546 {
2276 m_host.AddScriptLPS(1); 2547 m_host.AddScriptLPS(1);
2277 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2548 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2278 } 2549 }
2279 2550
2280 public void llSetTorque(LSL_Vector torque, int local) 2551 public void llSetTorque(LSL_Vector torque, int local)
2281 { 2552 {
2282 m_host.AddScriptLPS(1); 2553 m_host.AddScriptLPS(1);
2283 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2554 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2284 } 2555 }
2285 2556
2286 public LSL_Vector llGetTorque() 2557 public LSL_Vector llGetTorque()
@@ -2297,20 +2568,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2297 llSetTorque(torque, local); 2568 llSetTorque(torque, local);
2298 } 2569 }
2299 2570
2571 public void llSetVelocity(LSL_Vector vel, int local)
2572 {
2573 m_host.AddScriptLPS(1);
2574 m_host.SetVelocity(new Vector3((float)vel.x, (float)vel.y, (float)vel.z), local != 0);
2575 }
2576
2300 public LSL_Vector llGetVel() 2577 public LSL_Vector llGetVel()
2301 { 2578 {
2302 m_host.AddScriptLPS(1); 2579 m_host.AddScriptLPS(1);
2303 2580
2304 Vector3 vel; 2581 Vector3 vel = Vector3.Zero;
2305 2582
2306 if (m_host.ParentGroup.IsAttachment) 2583 if (m_host.ParentGroup.IsAttachment)
2307 { 2584 {
2308 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2585 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2309 vel = avatar.Velocity; 2586 if (avatar != null)
2587 vel = avatar.Velocity;
2310 } 2588 }
2311 else 2589 else
2312 { 2590 {
2313 vel = m_host.Velocity; 2591 vel = m_host.ParentGroup.RootPart.Velocity;
2314 } 2592 }
2315 2593
2316 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2594 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2322,10 +2600,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2322 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2600 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2323 } 2601 }
2324 2602
2603 public void llSetAngularVelocity(LSL_Vector avel, int local)
2604 {
2605 m_host.AddScriptLPS(1);
2606 m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2607 }
2608
2325 public LSL_Vector llGetOmega() 2609 public LSL_Vector llGetOmega()
2326 { 2610 {
2327 m_host.AddScriptLPS(1); 2611 m_host.AddScriptLPS(1);
2328 return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); 2612 Vector3 avel = m_host.AngularVelocity;
2613 return new LSL_Vector(avel.X, avel.Y, avel.Z);
2329 } 2614 }
2330 2615
2331 public LSL_Float llGetTimeOfDay() 2616 public LSL_Float llGetTimeOfDay()
@@ -2854,16 +3139,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2854 new_group.RootPart.UUID.ToString()) }, 3139 new_group.RootPart.UUID.ToString()) },
2855 new DetectParams[0])); 3140 new DetectParams[0]));
2856 3141
2857 float groupmass = new_group.GetMass(); 3142 // do recoil
3143 SceneObjectGroup hostgrp = m_host.ParentGroup;
3144 if (hostgrp == null)
3145 return;
3146
3147 if (hostgrp.IsAttachment) // don't recoil avatars
3148 return;
2858 3149
2859 PhysicsActor pa = new_group.RootPart.PhysActor; 3150 PhysicsActor pa = new_group.RootPart.PhysActor;
2860 3151
2861 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) 3152 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
2862 { 3153 {
2863 //Recoil. 3154 float groupmass = new_group.GetMass();
2864 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3155 llvel *= -groupmass;
3156 llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0);
2865 } 3157 }
2866 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3158 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3159 return;
3160
2867 }); 3161 });
2868 3162
2869 //ScriptSleep((int)((groupmass * velmag) / 10)); 3163 //ScriptSleep((int)((groupmass * velmag) / 10));
@@ -2878,35 +3172,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2878 public void llLookAt(LSL_Vector target, double strength, double damping) 3172 public void llLookAt(LSL_Vector target, double strength, double damping)
2879 { 3173 {
2880 m_host.AddScriptLPS(1); 3174 m_host.AddScriptLPS(1);
2881 // Determine where we are looking from
2882 LSL_Vector from = llGetPos();
2883 3175
2884 // Work out the normalised vector from the source to the target 3176 // Get the normalized vector to the target
2885 LSL_Vector delta = llVecNorm(target - from); 3177 LSL_Vector d1 = llVecNorm(target - llGetPos());
2886 LSL_Vector angle = new LSL_Vector(0,0,0);
2887 3178
2888 // Calculate the yaw 3179 // Get the bearing (yaw)
2889 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3180 LSL_Vector a1 = new LSL_Vector(0,0,0);
2890 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3181 a1.z = llAtan2(d1.y, d1.x);
2891 3182
2892 // Calculate pitch 3183 // Get the elevation (pitch)
2893 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3184 LSL_Vector a2 = new LSL_Vector(0,0,0);
3185 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2894 3186
2895 // we need to convert from a vector describing 3187 LSL_Rotation r1 = llEuler2Rot(a1);
2896 // the angles of rotation in radians into rotation value 3188 LSL_Rotation r2 = llEuler2Rot(a2);
2897 LSL_Rotation rot = llEuler2Rot(angle); 3189 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2898
2899 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2900 // set the rotation of the object, copy that behavior
2901 PhysicsActor pa = m_host.PhysActor;
2902 3190
2903 if (strength == 0 || pa == null || !pa.IsPhysical) 3191 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2904 { 3192 {
2905 llSetRot(rot); 3193 // Do nothing if either value is 0 (this has been checked in SL)
3194 if (strength <= 0.0 || damping <= 0.0)
3195 return;
3196
3197 llSetRot(r3 * r2 * r1);
2906 } 3198 }
2907 else 3199 else
2908 { 3200 {
2909 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3201 if (strength == 0)
3202 {
3203 llSetRot(r3 * r2 * r1);
3204 return;
3205 }
3206
3207 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2910 } 3208 }
2911 } 3209 }
2912 3210
@@ -2952,17 +3250,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2952 } 3250 }
2953 else 3251 else
2954 { 3252 {
2955 if (m_host.IsRoot) 3253 // new SL always returns object mass
2956 { 3254// if (m_host.IsRoot)
3255// {
2957 return m_host.ParentGroup.GetMass(); 3256 return m_host.ParentGroup.GetMass();
2958 } 3257// }
2959 else 3258// else
2960 { 3259// {
2961 return m_host.GetMass(); 3260// return m_host.GetMass();
2962 } 3261// }
2963 } 3262 }
2964 } 3263 }
2965 3264
3265
3266 public LSL_Float llGetMassMKS()
3267 {
3268 return 100f * llGetMass();
3269 }
3270
2966 public void llCollisionFilter(string name, string id, int accept) 3271 public void llCollisionFilter(string name, string id, int accept)
2967 { 3272 {
2968 m_host.AddScriptLPS(1); 3273 m_host.AddScriptLPS(1);
@@ -3037,7 +3342,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3037 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3342 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
3038 3343
3039 if (attachmentsModule != null) 3344 if (attachmentsModule != null)
3040 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false); 3345 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true);
3041 else 3346 else
3042 return false; 3347 return false;
3043 } 3348 }
@@ -3067,9 +3372,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3067 { 3372 {
3068 m_host.AddScriptLPS(1); 3373 m_host.AddScriptLPS(1);
3069 3374
3070// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3071// return;
3072
3073 if (m_item.PermsGranter != m_host.OwnerID) 3375 if (m_item.PermsGranter != m_host.OwnerID)
3074 return; 3376 return;
3075 3377
@@ -3112,6 +3414,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3112 3414
3113 public void llInstantMessage(string user, string message) 3415 public void llInstantMessage(string user, string message)
3114 { 3416 {
3417 UUID result;
3418 if (!UUID.TryParse(user, out result))
3419 {
3420 ShoutError("An invalid key was passed to llInstantMessage");
3421 ScriptSleep(2000);
3422 return;
3423 }
3424
3425
3115 m_host.AddScriptLPS(1); 3426 m_host.AddScriptLPS(1);
3116 3427
3117 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3428 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3126,14 +3437,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3126 UUID friendTransactionID = UUID.Random(); 3437 UUID friendTransactionID = UUID.Random();
3127 3438
3128 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3439 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3129 3440
3130 GridInstantMessage msg = new GridInstantMessage(); 3441 GridInstantMessage msg = new GridInstantMessage();
3131 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3442 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3132 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3443 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3133 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3444 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3134// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3445// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3135// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3446// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3136 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3447// DateTime dt = DateTime.UtcNow;
3448//
3449// // Ticks from UtcNow, but make it look like local. Evil, huh?
3450// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3451//
3452// try
3453// {
3454// // Convert that to the PST timezone
3455// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3456// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3457// }
3458// catch
3459// {
3460// // No logging here, as it could be VERY spammy
3461// }
3462//
3463// // And make it look local again to fool the unix time util
3464// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3465
3466 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3467
3137 //if (client != null) 3468 //if (client != null)
3138 //{ 3469 //{
3139 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3470 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3147,12 +3478,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3147 msg.message = message.Substring(0, 1024); 3478 msg.message = message.Substring(0, 1024);
3148 else 3479 else
3149 msg.message = message; 3480 msg.message = message;
3150 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3481 msg.dialog = (byte)19; // MessageFromObject
3151 msg.fromGroup = false;// fromGroup; 3482 msg.fromGroup = false;// fromGroup;
3152 msg.offline = (byte)0; //offline; 3483 msg.offline = (byte)0; //offline;
3153 msg.ParentEstateID = 0; //ParentEstateID; 3484 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3154 msg.Position = new Vector3(m_host.AbsolutePosition); 3485 msg.Position = new Vector3(m_host.AbsolutePosition);
3155 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3486 msg.RegionID = World.RegionInfo.RegionID.Guid;
3156 msg.binaryBucket 3487 msg.binaryBucket
3157 = Util.StringToBytes256( 3488 = Util.StringToBytes256(
3158 "{0}/{1}/{2}/{3}", 3489 "{0}/{1}/{2}/{3}",
@@ -3180,7 +3511,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3180 } 3511 }
3181 3512
3182 emailModule.SendEmail(m_host.UUID, address, subject, message); 3513 emailModule.SendEmail(m_host.UUID, address, subject, message);
3183 llSleep(EMAIL_PAUSE_TIME); 3514 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3184 } 3515 }
3185 3516
3186 public void llGetNextEmail(string address, string subject) 3517 public void llGetNextEmail(string address, string subject)
@@ -3424,15 +3755,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3424 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3755 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3425 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3756 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3426 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3757 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3758 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3427 ScriptBaseClass.PERMISSION_ATTACH; 3759 ScriptBaseClass.PERMISSION_ATTACH;
3428 3760
3429 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3761 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3430 { 3762 {
3431 lock (m_host.TaskInventory) 3763 m_host.TaskInventory.LockItemsForWrite(true);
3432 { 3764 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3433 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3765 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3434 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3766 m_host.TaskInventory.LockItemsForWrite(false);
3435 }
3436 3767
3437 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3768 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3438 "run_time_permissions", new Object[] { 3769 "run_time_permissions", new Object[] {
@@ -3442,28 +3773,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3442 return; 3773 return;
3443 } 3774 }
3444 } 3775 }
3445 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3776 else
3446 { 3777 {
3447 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3778 bool sitting = false;
3448 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3779 if (m_host.SitTargetAvatar == agentID)
3449 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3780 {
3450 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3781 sitting = true;
3451 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3782 }
3783 else
3784 {
3785 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3786 {
3787 if (p.SitTargetAvatar == agentID)
3788 sitting = true;
3789 }
3790 }
3452 3791
3453 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3792 if (sitting)
3454 { 3793 {
3455 lock (m_host.TaskInventory) 3794 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3795 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3796 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3797 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3798 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3799
3800 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3456 { 3801 {
3802 m_host.TaskInventory.LockItemsForWrite(true);
3457 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3803 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3458 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3804 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3459 } 3805 m_host.TaskInventory.LockItemsForWrite(false);
3460 3806
3461 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3807 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3462 "run_time_permissions", new Object[] { 3808 "run_time_permissions", new Object[] {
3463 new LSL_Integer(perm) }, 3809 new LSL_Integer(perm) },
3464 new DetectParams[0])); 3810 new DetectParams[0]));
3465 3811
3466 return; 3812 return;
3813 }
3467 } 3814 }
3468 } 3815 }
3469 3816
@@ -3500,11 +3847,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3500 3847
3501 if (!m_waitingForScriptAnswer) 3848 if (!m_waitingForScriptAnswer)
3502 { 3849 {
3503 lock (m_host.TaskInventory) 3850 m_host.TaskInventory.LockItemsForWrite(true);
3504 { 3851 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3505 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3852 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3506 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3853 m_host.TaskInventory.LockItemsForWrite(false);
3507 }
3508 3854
3509 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3855 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3510 m_waitingForScriptAnswer=true; 3856 m_waitingForScriptAnswer=true;
@@ -3533,14 +3879,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3533 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3879 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3534 llReleaseControls(); 3880 llReleaseControls();
3535 3881
3536 lock (m_host.TaskInventory) 3882 m_host.TaskInventory.LockItemsForWrite(true);
3537 { 3883 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3538 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3884 m_host.TaskInventory.LockItemsForWrite(false);
3539 } 3885
3540 3886 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3541 m_ScriptEngine.PostScriptEvent( 3887 "run_time_permissions", new Object[] {
3542 m_item.ItemID, 3888 new LSL_Integer(answer) },
3543 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3889 new DetectParams[0]));
3544 } 3890 }
3545 3891
3546 public LSL_String llGetPermissionsKey() 3892 public LSL_String llGetPermissionsKey()
@@ -3579,14 +3925,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3579 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3925 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3580 { 3926 {
3581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3927 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3582 3928 if (parts.Count > 0)
3583 foreach (SceneObjectPart part in parts) 3929 {
3584 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3930 try
3931 {
3932 parts[0].ParentGroup.areUpdatesSuspended = true;
3933 foreach (SceneObjectPart part in parts)
3934 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3935 }
3936 finally
3937 {
3938 parts[0].ParentGroup.areUpdatesSuspended = false;
3939 }
3940 }
3585 } 3941 }
3586 3942
3587 public void llCreateLink(string target, int parent) 3943 public void llCreateLink(string target, int parent)
3588 { 3944 {
3589 m_host.AddScriptLPS(1); 3945 m_host.AddScriptLPS(1);
3946
3590 UUID targetID; 3947 UUID targetID;
3591 3948
3592 if (!UUID.TryParse(target, out targetID)) 3949 if (!UUID.TryParse(target, out targetID))
@@ -3692,10 +4049,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3692 // Restructuring Multiple Prims. 4049 // Restructuring Multiple Prims.
3693 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4050 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3694 parts.Remove(parentPrim.RootPart); 4051 parts.Remove(parentPrim.RootPart);
3695 foreach (SceneObjectPart part in parts) 4052 if (parts.Count > 0)
3696 { 4053 {
3697 parentPrim.DelinkFromGroup(part.LocalId, true); 4054 try
4055 {
4056 parts[0].ParentGroup.areUpdatesSuspended = true;
4057 foreach (SceneObjectPart part in parts)
4058 {
4059 parentPrim.DelinkFromGroup(part.LocalId, true);
4060 }
4061 }
4062 finally
4063 {
4064 parts[0].ParentGroup.areUpdatesSuspended = false;
4065 }
3698 } 4066 }
4067
3699 parentPrim.HasGroupChanged = true; 4068 parentPrim.HasGroupChanged = true;
3700 parentPrim.ScheduleGroupForFullUpdate(); 4069 parentPrim.ScheduleGroupForFullUpdate();
3701 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4070 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3704,12 +4073,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3704 { 4073 {
3705 SceneObjectPart newRoot = parts[0]; 4074 SceneObjectPart newRoot = parts[0];
3706 parts.Remove(newRoot); 4075 parts.Remove(newRoot);
3707 foreach (SceneObjectPart part in parts) 4076
4077 try
3708 { 4078 {
3709 // Required for linking 4079 parts[0].ParentGroup.areUpdatesSuspended = true;
3710 part.ClearUpdateSchedule(); 4080 foreach (SceneObjectPart part in parts)
3711 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4081 {
4082 part.ClearUpdateSchedule();
4083 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4084 }
3712 } 4085 }
4086 finally
4087 {
4088 parts[0].ParentGroup.areUpdatesSuspended = false;
4089 }
4090
4091
3713 newRoot.ParentGroup.HasGroupChanged = true; 4092 newRoot.ParentGroup.HasGroupChanged = true;
3714 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4093 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3715 } 4094 }
@@ -3729,6 +4108,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3729 public void llBreakAllLinks() 4108 public void llBreakAllLinks()
3730 { 4109 {
3731 m_host.AddScriptLPS(1); 4110 m_host.AddScriptLPS(1);
4111
4112 TaskInventoryItem item = m_item;
4113
4114 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4115 && !m_automaticLinkPermission)
4116 {
4117 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4118 return;
4119 }
4120
3732 SceneObjectGroup parentPrim = m_host.ParentGroup; 4121 SceneObjectGroup parentPrim = m_host.ParentGroup;
3733 if (parentPrim.AttachmentPoint != 0) 4122 if (parentPrim.AttachmentPoint != 0)
3734 return; // Fail silently if attached 4123 return; // Fail silently if attached
@@ -3748,25 +4137,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3748 public LSL_String llGetLinkKey(int linknum) 4137 public LSL_String llGetLinkKey(int linknum)
3749 { 4138 {
3750 m_host.AddScriptLPS(1); 4139 m_host.AddScriptLPS(1);
3751 List<UUID> keytable = new List<UUID>();
3752 // parse for sitting avatare-uuids
3753 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3754 {
3755 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3756 keytable.Add(presence.UUID);
3757 });
3758
3759 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3760 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3761 {
3762 return keytable[totalprims - linknum].ToString();
3763 }
3764
3765 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3766 {
3767 return m_host.UUID.ToString();
3768 }
3769
3770 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4140 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3771 if (part != null) 4141 if (part != null)
3772 { 4142 {
@@ -3774,6 +4144,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3774 } 4144 }
3775 else 4145 else
3776 { 4146 {
4147 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4148 {
4149 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4150
4151 if (linknum < 0)
4152 return UUID.Zero.ToString();
4153
4154 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4155 if (avatars.Count > linknum)
4156 {
4157 return avatars[linknum].UUID.ToString();
4158 }
4159 }
3777 return UUID.Zero.ToString(); 4160 return UUID.Zero.ToString();
3778 } 4161 }
3779 } 4162 }
@@ -3873,17 +4256,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3873 m_host.AddScriptLPS(1); 4256 m_host.AddScriptLPS(1);
3874 int count = 0; 4257 int count = 0;
3875 4258
3876 lock (m_host.TaskInventory) 4259 m_host.TaskInventory.LockItemsForRead(true);
4260 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3877 { 4261 {
3878 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4262 if (inv.Value.Type == type || type == -1)
3879 { 4263 {
3880 if (inv.Value.Type == type || type == -1) 4264 count = count + 1;
3881 {
3882 count = count + 1;
3883 }
3884 } 4265 }
3885 } 4266 }
3886 4267
4268 m_host.TaskInventory.LockItemsForRead(false);
3887 return count; 4269 return count;
3888 } 4270 }
3889 4271
@@ -3892,16 +4274,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3892 m_host.AddScriptLPS(1); 4274 m_host.AddScriptLPS(1);
3893 ArrayList keys = new ArrayList(); 4275 ArrayList keys = new ArrayList();
3894 4276
3895 lock (m_host.TaskInventory) 4277 m_host.TaskInventory.LockItemsForRead(true);
4278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3896 { 4279 {
3897 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4280 if (inv.Value.Type == type || type == -1)
3898 { 4281 {
3899 if (inv.Value.Type == type || type == -1) 4282 keys.Add(inv.Value.Name);
3900 {
3901 keys.Add(inv.Value.Name);
3902 }
3903 } 4283 }
3904 } 4284 }
4285 m_host.TaskInventory.LockItemsForRead(false);
3905 4286
3906 if (keys.Count == 0) 4287 if (keys.Count == 0)
3907 { 4288 {
@@ -3939,7 +4320,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3939 if (item == null) 4320 if (item == null)
3940 { 4321 {
3941 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4322 llSay(0, String.Format("Could not find object '{0}'", inventory));
3942 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4323 return;
4324// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3943 } 4325 }
3944 4326
3945 UUID objId = item.ItemID; 4327 UUID objId = item.ItemID;
@@ -3967,33 +4349,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3967 return; 4349 return;
3968 } 4350 }
3969 } 4351 }
4352
3970 // destination is an avatar 4353 // destination is an avatar
3971 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4354 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3972 4355
3973 if (agentItem == null) 4356 if (agentItem == null)
3974 return; 4357 return;
3975 4358
3976 if (m_TransferModule != null) 4359 byte[] bucket = new byte[1];
3977 { 4360 bucket[0] = (byte)item.Type;
3978 byte[] bucket = new byte[] { (byte)item.Type }; 4361 //byte[] objBytes = agentItem.ID.GetBytes();
4362 //Array.Copy(objBytes, 0, bucket, 1, 16);
3979 4363
3980 GridInstantMessage msg = new GridInstantMessage(World, 4364 GridInstantMessage msg = new GridInstantMessage(World,
3981 m_host.UUID, m_host.Name + ", an object owned by " + 4365 m_host.OwnerID, m_host.Name, destId,
3982 resolveName(m_host.OwnerID) + ",", destId, 4366 (byte)InstantMessageDialog.TaskInventoryOffered,
3983 (byte)InstantMessageDialog.TaskInventoryOffered, 4367 false, item.Name+". "+m_host.Name+" is located at "+
3984 false, item.Name + "\n" + m_host.Name + " is located at " + 4368 World.RegionInfo.RegionName+" "+
3985 World.RegionInfo.RegionName+" "+ 4369 m_host.AbsolutePosition.ToString(),
3986 m_host.AbsolutePosition.ToString(), 4370 agentItem.ID, true, m_host.AbsolutePosition,
3987 agentItem.ID, true, m_host.AbsolutePosition, 4371 bucket);
3988 bucket);
3989 4372
3990 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4373 ScenePresence sp;
3991 }
3992 4374
4375 if (World.TryGetScenePresence(destId, out sp))
4376 {
4377 sp.ControllingClient.SendInstantMessage(msg);
4378 }
4379 else
4380 {
4381 if (m_TransferModule != null)
4382 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4383 }
4384
4385 //This delay should only occur when giving inventory to avatars.
3993 ScriptSleep(3000); 4386 ScriptSleep(3000);
3994 } 4387 }
3995 } 4388 }
3996 4389
4390 [DebuggerNonUserCode]
3997 public void llRemoveInventory(string name) 4391 public void llRemoveInventory(string name)
3998 { 4392 {
3999 m_host.AddScriptLPS(1); 4393 m_host.AddScriptLPS(1);
@@ -4039,109 +4433,115 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4039 { 4433 {
4040 m_host.AddScriptLPS(1); 4434 m_host.AddScriptLPS(1);
4041 4435
4042 UUID uuid = (UUID)id; 4436 UUID uuid;
4043 PresenceInfo pinfo = null; 4437 if (UUID.TryParse(id, out uuid))
4044 UserAccount account;
4045
4046 UserInfoCacheEntry ce;
4047 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4048 { 4438 {
4049 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4439 PresenceInfo pinfo = null;
4050 if (account == null) 4440 UserAccount account;
4441
4442 UserInfoCacheEntry ce;
4443 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4051 { 4444 {
4052 m_userInfoCache[uuid] = null; // Cache negative 4445 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4053 return UUID.Zero.ToString(); 4446 if (account == null)
4054 } 4447 {
4448 m_userInfoCache[uuid] = null; // Cache negative
4449 return UUID.Zero.ToString();
4450 }
4055 4451
4056 4452
4057 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4453 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4058 if (pinfos != null && pinfos.Length > 0) 4454 if (pinfos != null && pinfos.Length > 0)
4059 {
4060 foreach (PresenceInfo p in pinfos)
4061 { 4455 {
4062 if (p.RegionID != UUID.Zero) 4456 foreach (PresenceInfo p in pinfos)
4063 { 4457 {
4064 pinfo = p; 4458 if (p.RegionID != UUID.Zero)
4459 {
4460 pinfo = p;
4461 }
4065 } 4462 }
4066 } 4463 }
4067 }
4068 4464
4069 ce = new UserInfoCacheEntry(); 4465 ce = new UserInfoCacheEntry();
4070 ce.time = Util.EnvironmentTickCount(); 4466 ce.time = Util.EnvironmentTickCount();
4071 ce.account = account; 4467 ce.account = account;
4072 ce.pinfo = pinfo; 4468 ce.pinfo = pinfo;
4073 } 4469 m_userInfoCache[uuid] = ce;
4074 else 4470 }
4075 { 4471 else
4076 if (ce == null) 4472 {
4077 return UUID.Zero.ToString(); 4473 if (ce == null)
4474 return UUID.Zero.ToString();
4078 4475
4079 account = ce.account; 4476 account = ce.account;
4080 pinfo = ce.pinfo; 4477 pinfo = ce.pinfo;
4081 } 4478 }
4082 4479
4083 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4480 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4084 {
4085 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4086 if (pinfos != null && pinfos.Length > 0)
4087 { 4481 {
4088 foreach (PresenceInfo p in pinfos) 4482 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4483 if (pinfos != null && pinfos.Length > 0)
4089 { 4484 {
4090 if (p.RegionID != UUID.Zero) 4485 foreach (PresenceInfo p in pinfos)
4091 { 4486 {
4092 pinfo = p; 4487 if (p.RegionID != UUID.Zero)
4488 {
4489 pinfo = p;
4490 }
4093 } 4491 }
4094 } 4492 }
4095 } 4493 else
4096 else 4494 pinfo = null;
4097 pinfo = null;
4098 4495
4099 ce.time = Util.EnvironmentTickCount(); 4496 ce.time = Util.EnvironmentTickCount();
4100 ce.pinfo = pinfo; 4497 ce.pinfo = pinfo;
4101 } 4498 }
4102 4499
4103 string reply = String.Empty; 4500 string reply = String.Empty;
4104 4501
4105 switch (data) 4502 switch (data)
4106 { 4503 {
4107 case 1: // DATA_ONLINE (0|1) 4504 case 1: // DATA_ONLINE (0|1)
4108 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4505 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4109 reply = "1"; 4506 reply = "1";
4110 else 4507 else
4111 reply = "0"; 4508 reply = "0";
4112 break; 4509 break;
4113 case 2: // DATA_NAME (First Last) 4510 case 2: // DATA_NAME (First Last)
4114 reply = account.FirstName + " " + account.LastName; 4511 reply = account.FirstName + " " + account.LastName;
4115 break; 4512 break;
4116 case 3: // DATA_BORN (YYYY-MM-DD) 4513 case 3: // DATA_BORN (YYYY-MM-DD)
4117 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4514 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4118 born = born.AddSeconds(account.Created); 4515 born = born.AddSeconds(account.Created);
4119 reply = born.ToString("yyyy-MM-dd"); 4516 reply = born.ToString("yyyy-MM-dd");
4120 break; 4517 break;
4121 case 4: // DATA_RATING (0,0,0,0,0,0) 4518 case 4: // DATA_RATING (0,0,0,0,0,0)
4122 reply = "0,0,0,0,0,0"; 4519 reply = "0,0,0,0,0,0";
4123 break; 4520 break;
4124 case 7: // DATA_USERLEVEL (integer) 4521 case 8: // DATA_PAYINFO (0|1|2|3)
4125 reply = account.UserLevel.ToString(); 4522 reply = "0";
4126 break; 4523 break;
4127 case 8: // DATA_PAYINFO (0|1|2|3) 4524 default:
4128 reply = "0"; 4525 return UUID.Zero.ToString(); // Raise no event
4129 break; 4526 }
4130 default:
4131 return UUID.Zero.ToString(); // Raise no event
4132 }
4133 4527
4134 UUID rq = UUID.Random(); 4528 UUID rq = UUID.Random();
4135 4529
4136 UUID tid = AsyncCommands. 4530 UUID tid = AsyncCommands.
4137 DataserverPlugin.RegisterRequest(m_host.LocalId, 4531 DataserverPlugin.RegisterRequest(m_host.LocalId,
4138 m_item.ItemID, rq.ToString()); 4532 m_item.ItemID, rq.ToString());
4139 4533
4140 AsyncCommands. 4534 AsyncCommands.
4141 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4535 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4142 4536
4143 ScriptSleep(100); 4537 ScriptSleep(100);
4144 return tid.ToString(); 4538 return tid.ToString();
4539 }
4540 else
4541 {
4542 ShoutError("Invalid UUID passed to llRequestAgentData.");
4543 }
4544 return "";
4145 } 4545 }
4146 4546
4147 public LSL_String llRequestInventoryData(string name) 4547 public LSL_String llRequestInventoryData(string name)
@@ -4198,13 +4598,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4198 if (UUID.TryParse(agent, out agentId)) 4598 if (UUID.TryParse(agent, out agentId))
4199 { 4599 {
4200 ScenePresence presence = World.GetScenePresence(agentId); 4600 ScenePresence presence = World.GetScenePresence(agentId);
4201 if (presence != null) 4601 if (presence != null && presence.PresenceType != PresenceType.Npc)
4202 { 4602 {
4603 // agent must not be a god
4604 if (presence.UserLevel >= 200) return;
4605
4203 // agent must be over the owners land 4606 // agent must be over the owners land
4204 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4607 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4205 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4608 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4206 { 4609 {
4207 World.TeleportClientHome(agentId, presence.ControllingClient); 4610 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4611 {
4612 // They can't be teleported home for some reason
4613 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4614 if (regionInfo != null)
4615 {
4616 World.RequestTeleportLocation(
4617 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4618 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4619 }
4620 }
4208 } 4621 }
4209 } 4622 }
4210 } 4623 }
@@ -4316,7 +4729,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4316 UUID av = new UUID(); 4729 UUID av = new UUID();
4317 if (!UUID.TryParse(agent,out av)) 4730 if (!UUID.TryParse(agent,out av))
4318 { 4731 {
4319 LSLError("First parameter to llDialog needs to be a key"); 4732 //LSLError("First parameter to llDialog needs to be a key");
4320 return; 4733 return;
4321 } 4734 }
4322 4735
@@ -4348,7 +4761,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4348 public void llCollisionSound(string impact_sound, double impact_volume) 4761 public void llCollisionSound(string impact_sound, double impact_volume)
4349 { 4762 {
4350 m_host.AddScriptLPS(1); 4763 m_host.AddScriptLPS(1);
4351 4764
4765 if(impact_sound == "")
4766 {
4767 m_host.CollisionSoundVolume = (float)impact_volume;
4768 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4769 m_host.CollisionSoundType = 0;
4770 return;
4771 }
4352 // TODO: Parameter check logic required. 4772 // TODO: Parameter check logic required.
4353 UUID soundId = UUID.Zero; 4773 UUID soundId = UUID.Zero;
4354 if (!UUID.TryParse(impact_sound, out soundId)) 4774 if (!UUID.TryParse(impact_sound, out soundId))
@@ -4361,6 +4781,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4361 4781
4362 m_host.CollisionSound = soundId; 4782 m_host.CollisionSound = soundId;
4363 m_host.CollisionSoundVolume = (float)impact_volume; 4783 m_host.CollisionSoundVolume = (float)impact_volume;
4784 m_host.CollisionSoundType = 1;
4364 } 4785 }
4365 4786
4366 public LSL_String llGetAnimation(string id) 4787 public LSL_String llGetAnimation(string id)
@@ -4374,14 +4795,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4374 4795
4375 if (m_host.RegionHandle == presence.RegionHandle) 4796 if (m_host.RegionHandle == presence.RegionHandle)
4376 { 4797 {
4377 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4378
4379 if (presence != null) 4798 if (presence != null)
4380 { 4799 {
4381 AnimationSet currentAnims = presence.Animator.Animations; 4800 if (presence.SitGround)
4382 string currentAnimationState = String.Empty; 4801 return "Sitting on Ground";
4383 if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) 4802 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4384 return currentAnimationState; 4803 return "Sitting";
4804
4805 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4806 string lslMovementAnimation;
4807
4808 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4809 return lslMovementAnimation;
4385 } 4810 }
4386 } 4811 }
4387 4812
@@ -4528,7 +4953,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4528 { 4953 {
4529 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4954 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4530 float distance_term = distance * distance * distance; // Script Energy 4955 float distance_term = distance * distance * distance; // Script Energy
4531 float pusher_mass = m_host.GetMass(); 4956 // use total object mass and not part
4957 float pusher_mass = m_host.ParentGroup.GetMass();
4532 4958
4533 float PUSH_ATTENUATION_DISTANCE = 17f; 4959 float PUSH_ATTENUATION_DISTANCE = 17f;
4534 float PUSH_ATTENUATION_SCALE = 5f; 4960 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4778,6 +5204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4778 { 5204 {
4779 return item.AssetID.ToString(); 5205 return item.AssetID.ToString();
4780 } 5206 }
5207 m_host.TaskInventory.LockItemsForRead(false);
4781 5208
4782 return UUID.Zero.ToString(); 5209 return UUID.Zero.ToString();
4783 } 5210 }
@@ -4911,7 +5338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4911 public LSL_Vector llGetCenterOfMass() 5338 public LSL_Vector llGetCenterOfMass()
4912 { 5339 {
4913 m_host.AddScriptLPS(1); 5340 m_host.AddScriptLPS(1);
4914 Vector3 center = m_host.GetGeometricCenter(); 5341 Vector3 center = m_host.GetCenterOfMass();
4915 return new LSL_Vector(center.X,center.Y,center.Z); 5342 return new LSL_Vector(center.X,center.Y,center.Z);
4916 } 5343 }
4917 5344
@@ -4930,14 +5357,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4930 { 5357 {
4931 m_host.AddScriptLPS(1); 5358 m_host.AddScriptLPS(1);
4932 5359
4933 if (src == null) 5360 return src.Length;
4934 {
4935 return 0;
4936 }
4937 else
4938 {
4939 return src.Length;
4940 }
4941 } 5361 }
4942 5362
4943 public LSL_Integer llList2Integer(LSL_List src, int index) 5363 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4983,7 +5403,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4983 else if (src.Data[index] is LSL_Float) 5403 else if (src.Data[index] is LSL_Float)
4984 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5404 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4985 else if (src.Data[index] is LSL_String) 5405 else if (src.Data[index] is LSL_String)
4986 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5406 {
5407 string str = ((LSL_String) src.Data[index]).m_string;
5408 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5409 if (m != Match.Empty)
5410 {
5411 str = m.Value;
5412 double d = 0.0;
5413 if (!Double.TryParse(str, out d))
5414 return 0.0;
5415
5416 return d;
5417 }
5418 return 0.0;
5419 }
4987 return Convert.ToDouble(src.Data[index]); 5420 return Convert.ToDouble(src.Data[index]);
4988 } 5421 }
4989 catch (FormatException) 5422 catch (FormatException)
@@ -5256,7 +5689,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5256 } 5689 }
5257 } 5690 }
5258 } 5691 }
5259 else { 5692 else
5693 {
5260 object[] array = new object[src.Length]; 5694 object[] array = new object[src.Length];
5261 Array.Copy(src.Data, 0, array, 0, src.Length); 5695 Array.Copy(src.Data, 0, array, 0, src.Length);
5262 result = new LSL_List(array); 5696 result = new LSL_List(array);
@@ -5363,7 +5797,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5363 public LSL_Integer llGetRegionAgentCount() 5797 public LSL_Integer llGetRegionAgentCount()
5364 { 5798 {
5365 m_host.AddScriptLPS(1); 5799 m_host.AddScriptLPS(1);
5366 return new LSL_Integer(World.GetRootAgentCount()); 5800
5801 int count = 0;
5802 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5803 count++;
5804 });
5805
5806 return new LSL_Integer(count);
5367 } 5807 }
5368 5808
5369 public LSL_Vector llGetRegionCorner() 5809 public LSL_Vector llGetRegionCorner()
@@ -5643,6 +6083,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5643 flags |= ScriptBaseClass.AGENT_SITTING; 6083 flags |= ScriptBaseClass.AGENT_SITTING;
5644 } 6084 }
5645 6085
6086 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6087 {
6088 flags |= ScriptBaseClass.AGENT_MALE;
6089 }
6090
5646 return flags; 6091 return flags;
5647 } 6092 }
5648 6093
@@ -5789,10 +6234,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5789 m_host.AddScriptLPS(1); 6234 m_host.AddScriptLPS(1);
5790 6235
5791 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6236 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5792 6237 if (parts.Count > 0)
5793 foreach (var part in parts)
5794 { 6238 {
5795 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6239 try
6240 {
6241 parts[0].ParentGroup.areUpdatesSuspended = true;
6242 foreach (var part in parts)
6243 {
6244 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6245 }
6246 }
6247 finally
6248 {
6249 parts[0].ParentGroup.areUpdatesSuspended = false;
6250 }
5796 } 6251 }
5797 } 6252 }
5798 6253
@@ -5844,13 +6299,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5844 6299
5845 if (m_host.OwnerID == land.LandData.OwnerID) 6300 if (m_host.OwnerID == land.LandData.OwnerID)
5846 { 6301 {
5847 World.TeleportClientHome(agentID, presence.ControllingClient); 6302 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6303 presence.TeleportWithMomentum(pos, null);
6304 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5848 } 6305 }
5849 } 6306 }
5850 } 6307 }
5851 ScriptSleep(5000); 6308 ScriptSleep(5000);
5852 } 6309 }
5853 6310
6311 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6312 {
6313 return ParseString2List(str, separators, in_spacers, false);
6314 }
6315
5854 public LSL_Integer llOverMyLand(string id) 6316 public LSL_Integer llOverMyLand(string id)
5855 { 6317 {
5856 m_host.AddScriptLPS(1); 6318 m_host.AddScriptLPS(1);
@@ -5909,20 +6371,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5909 return agentSize; 6371 return agentSize;
5910 } 6372 }
5911 6373
5912 public LSL_Integer llSameGroup(string agent) 6374 public LSL_Integer llSameGroup(string id)
5913 { 6375 {
5914 m_host.AddScriptLPS(1); 6376 m_host.AddScriptLPS(1);
5915 UUID agentId = new UUID(); 6377 UUID uuid = new UUID();
5916 if (!UUID.TryParse(agent, out agentId)) 6378 if (!UUID.TryParse(id, out uuid))
5917 return new LSL_Integer(0); 6379 return new LSL_Integer(0);
5918 ScenePresence presence = World.GetScenePresence(agentId); 6380
5919 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6381 // Check if it's a group key
5920 return new LSL_Integer(0); 6382 if (uuid == m_host.ParentGroup.RootPart.GroupID)
5921 IClientAPI client = presence.ControllingClient;
5922 if (m_host.GroupID == client.ActiveGroupId)
5923 return new LSL_Integer(1); 6383 return new LSL_Integer(1);
5924 else 6384
6385 // We got passed a UUID.Zero
6386 if (uuid == UUID.Zero)
6387 return new LSL_Integer(0);
6388
6389 // Handle the case where id names an avatar
6390 ScenePresence presence = World.GetScenePresence(uuid);
6391 if (presence != null)
6392 {
6393 if (presence.IsChildAgent)
6394 return new LSL_Integer(0);
6395
6396 IClientAPI client = presence.ControllingClient;
6397 if (m_host.ParentGroup.RootPart.GroupID == client.ActiveGroupId)
6398 return new LSL_Integer(1);
6399
5925 return new LSL_Integer(0); 6400 return new LSL_Integer(0);
6401 }
6402
6403 // Handle object case
6404 SceneObjectPart part = World.GetSceneObjectPart(uuid);
6405 if (part != null)
6406 {
6407 // This will handle both deed and non-deed and also the no
6408 // group case
6409 if (part.ParentGroup.RootPart.GroupID == m_host.ParentGroup.RootPart.GroupID)
6410 return new LSL_Integer(1);
6411
6412 return new LSL_Integer(0);
6413 }
6414
6415 return new LSL_Integer(0);
5926 } 6416 }
5927 6417
5928 public void llUnSit(string id) 6418 public void llUnSit(string id)
@@ -6051,7 +6541,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6051 return m_host.ParentGroup.AttachmentPoint; 6541 return m_host.ParentGroup.AttachmentPoint;
6052 } 6542 }
6053 6543
6054 public LSL_Integer llGetFreeMemory() 6544 public virtual LSL_Integer llGetFreeMemory()
6055 { 6545 {
6056 m_host.AddScriptLPS(1); 6546 m_host.AddScriptLPS(1);
6057 // Make scripts designed for LSO happy 6547 // Make scripts designed for LSO happy
@@ -6168,7 +6658,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6168 SetParticleSystem(m_host, rules); 6658 SetParticleSystem(m_host, rules);
6169 } 6659 }
6170 6660
6171 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6661 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6662 {
6172 6663
6173 6664
6174 if (rules.Length == 0) 6665 if (rules.Length == 0)
@@ -6485,7 +6976,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6485 { 6976 {
6486 // LSL quaternions can normalize to 0, normal Quaternions can't. 6977 // LSL quaternions can normalize to 0, normal Quaternions can't.
6487 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 6978 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
6488 rot.z = 1; // ZERO_ROTATION = 0,0,0,1 6979 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
6489 6980
6490 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); 6981 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
6491 part.SitTargetOrientation = Rot2Quaternion(rot); 6982 part.SitTargetOrientation = Rot2Quaternion(rot);
@@ -6642,13 +7133,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6642 UUID av = new UUID(); 7133 UUID av = new UUID();
6643 if (!UUID.TryParse(avatar,out av)) 7134 if (!UUID.TryParse(avatar,out av))
6644 { 7135 {
6645 LSLError("First parameter to llDialog needs to be a key"); 7136 //LSLError("First parameter to llDialog needs to be a key");
6646 return; 7137 return;
6647 } 7138 }
6648 if (buttons.Length < 1) 7139 if (buttons.Length < 1)
6649 { 7140 {
6650 LSLError("No less than 1 button can be shown"); 7141 buttons.Add("OK");
6651 return;
6652 } 7142 }
6653 if (buttons.Length > 12) 7143 if (buttons.Length > 12)
6654 { 7144 {
@@ -6665,7 +7155,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6665 } 7155 }
6666 if (buttons.Data[i].ToString().Length > 24) 7156 if (buttons.Data[i].ToString().Length > 24)
6667 { 7157 {
6668 LSLError("button label cannot be longer than 24 characters"); 7158 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6669 return; 7159 return;
6670 } 7160 }
6671 buts[i] = buttons.Data[i].ToString(); 7161 buts[i] = buttons.Data[i].ToString();
@@ -6732,9 +7222,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6732 return; 7222 return;
6733 } 7223 }
6734 7224
6735 // the rest of the permission checks are done in RezScript, so check the pin there as well 7225 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6736 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param); 7226 if (dest != null)
7227 {
7228 if ((item.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7229 {
7230 // the rest of the permission checks are done in RezScript, so check the pin there as well
7231 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param);
6737 7232
7233 if ((item.BasePermissions & (uint)PermissionMask.Copy) == 0)
7234 m_host.Inventory.RemoveInventoryItem(item.ItemID);
7235 }
7236 }
6738 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7237 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6739 ScriptSleep(3000); 7238 ScriptSleep(3000);
6740 } 7239 }
@@ -6797,19 +7296,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6797 public LSL_String llMD5String(string src, int nonce) 7296 public LSL_String llMD5String(string src, int nonce)
6798 { 7297 {
6799 m_host.AddScriptLPS(1); 7298 m_host.AddScriptLPS(1);
6800 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7299 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6801 } 7300 }
6802 7301
6803 public LSL_String llSHA1String(string src) 7302 public LSL_String llSHA1String(string src)
6804 { 7303 {
6805 m_host.AddScriptLPS(1); 7304 m_host.AddScriptLPS(1);
6806 return Util.SHA1Hash(src).ToLower(); 7305 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6807 } 7306 }
6808 7307
6809 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7308 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6810 { 7309 {
6811 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7310 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6812 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7311 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7312 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7313 return shapeBlock;
6813 7314
6814 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7315 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6815 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7316 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6914,6 +7415,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6914 // Prim type box, cylinder and prism. 7415 // Prim type box, cylinder and prism.
6915 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7416 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6916 { 7417 {
7418 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7419 return;
7420
6917 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7421 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6918 ObjectShapePacket.ObjectDataBlock shapeBlock; 7422 ObjectShapePacket.ObjectDataBlock shapeBlock;
6919 7423
@@ -6967,6 +7471,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6967 // Prim type sphere. 7471 // Prim type sphere.
6968 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7472 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6969 { 7473 {
7474 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7475 return;
7476
6970 ObjectShapePacket.ObjectDataBlock shapeBlock; 7477 ObjectShapePacket.ObjectDataBlock shapeBlock;
6971 7478
6972 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7479 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7008,6 +7515,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7008 // Prim type torus, tube and ring. 7515 // Prim type torus, tube and ring.
7009 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7516 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve)
7010 { 7517 {
7518 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7519 return;
7520
7011 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7521 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
7012 ObjectShapePacket.ObjectDataBlock shapeBlock; 7522 ObjectShapePacket.ObjectDataBlock shapeBlock;
7013 7523
@@ -7143,6 +7653,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7143 // Prim type sculpt. 7653 // Prim type sculpt.
7144 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7654 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7145 { 7655 {
7656 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7657 return;
7658
7146 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7659 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7147 UUID sculptId; 7660 UUID sculptId;
7148 7661
@@ -7167,7 +7680,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7167 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7680 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7168 { 7681 {
7169 // default 7682 // default
7170 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7683 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7171 } 7684 }
7172 7685
7173 part.Shape.SetSculptProperties((byte)type, sculptId); 7686 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7183,34 +7696,298 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7183 ScriptSleep(200); 7696 ScriptSleep(200);
7184 } 7697 }
7185 7698
7186 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7699 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7187 { 7700 {
7188 m_host.AddScriptLPS(1); 7701 m_host.AddScriptLPS(1);
7189 7702
7190 setLinkPrimParams(linknumber, rules); 7703 setLinkPrimParams(linknumber, rules);
7704 }
7191 7705
7706 private void setLinkPrimParams(int linknumber, LSL_List rules)
7707 {
7708 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7709 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7710 if (parts.Count>0)
7711 {
7712 try
7713 {
7714 parts[0].ParentGroup.areUpdatesSuspended = true;
7715 foreach (SceneObjectPart part in parts)
7716 SetPrimParams(part, rules);
7717 }
7718 finally
7719 {
7720 parts[0].ParentGroup.areUpdatesSuspended = false;
7721 }
7722 }
7723 if (avatars.Count > 0)
7724 {
7725 foreach (ScenePresence avatar in avatars)
7726 SetPrimParams(avatar, rules);
7727 }
7728 }
7729
7730 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7731 float material_density, float material_friction,
7732 float material_restitution, float material_gravity_modifier)
7733 {
7734 ExtraPhysicsData physdata = new ExtraPhysicsData();
7735 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7736 physdata.Density = part.Density;
7737 physdata.Friction = part.Friction;
7738 physdata.Bounce = part.Bounciness;
7739 physdata.GravitationModifier = part.GravityModifier;
7740
7741 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7742 physdata.Density = material_density;
7743 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7744 physdata.Friction = material_friction;
7745 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7746 physdata.Bounce = material_restitution;
7747 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7748 physdata.GravitationModifier = material_gravity_modifier;
7749
7750 part.UpdateExtraPhysics(physdata);
7751 }
7752
7753 public void llSetPhysicsMaterial(int material_bits,
7754 float material_gravity_modifier, float material_restitution,
7755 float material_friction, float material_density)
7756 {
7757 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7758 }
7759
7760 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7761 {
7762 llSetLinkPrimitiveParamsFast(linknumber, rules);
7192 ScriptSleep(200); 7763 ScriptSleep(200);
7193 } 7764 }
7194 7765
7195 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7766 // vector up using libomv (c&p from sop )
7767 // vector up rotated by r
7768 private Vector3 Zrot(Quaternion r)
7196 { 7769 {
7197 m_host.AddScriptLPS(1); 7770 double x, y, z, m;
7198 7771
7199 setLinkPrimParams(linknumber, rules); 7772 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7773 if (Math.Abs(1.0 - m) > 0.000001)
7774 {
7775 m = 1.0 / Math.Sqrt(m);
7776 r.X *= (float)m;
7777 r.Y *= (float)m;
7778 r.Z *= (float)m;
7779 r.W *= (float)m;
7780 }
7781
7782 x = 2 * (r.X * r.Z + r.Y * r.W);
7783 y = 2 * (-r.X * r.W + r.Y * r.Z);
7784 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7785
7786 return new Vector3((float)x, (float)y, (float)z);
7200 } 7787 }
7201 7788
7202 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7789 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7203 { 7790 {
7204 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7791 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7205 7792
7206 foreach (SceneObjectPart part in parts) 7793 int idx = 0;
7207 SetPrimParams(part, rules); 7794
7795 bool positionChanged = false;
7796 Vector3 finalPos = Vector3.Zero;
7797
7798 try
7799 {
7800 while (idx < rules.Length)
7801 {
7802 int code = rules.GetLSLIntegerItem(idx++);
7803
7804 int remain = rules.Length - idx;
7805
7806 switch (code)
7807 {
7808 case (int)ScriptBaseClass.PRIM_POSITION:
7809 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7810 {
7811 if (remain < 1)
7812 return;
7813
7814 LSL_Vector v;
7815 v = rules.GetVector3Item(idx++);
7816
7817 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7818 if (part == null)
7819 break;
7820
7821 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7822 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7823 if (part.LinkNum > 1)
7824 {
7825 localRot = GetPartLocalRot(part);
7826 localPos = GetPartLocalPos(part);
7827 }
7828
7829 v -= localPos;
7830 v /= localRot;
7831
7832 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7833
7834 v = v + 2 * sitOffset;
7835
7836 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7837 av.SendAvatarDataToAllAgents();
7838
7839 }
7840 break;
7841
7842 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7843 case (int)ScriptBaseClass.PRIM_ROTATION:
7844 {
7845 if (remain < 1)
7846 return;
7847
7848 LSL_Rotation r;
7849 r = rules.GetQuaternionItem(idx++);
7850
7851 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7852 if (part == null)
7853 break;
7854
7855 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7856 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7857
7858 if (part.LinkNum > 1)
7859 localRot = GetPartLocalRot(part);
7860
7861 r = r * llGetRootRotation() / localRot;
7862 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7863 av.SendAvatarDataToAllAgents();
7864 }
7865 break;
7866
7867 // parse rest doing nothing but number of parameters error check
7868 case (int)ScriptBaseClass.PRIM_SIZE:
7869 case (int)ScriptBaseClass.PRIM_MATERIAL:
7870 case (int)ScriptBaseClass.PRIM_PHANTOM:
7871 case (int)ScriptBaseClass.PRIM_PHYSICS:
7872 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7873 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7874 case (int)ScriptBaseClass.PRIM_NAME:
7875 case (int)ScriptBaseClass.PRIM_DESC:
7876 if (remain < 1)
7877 return;
7878 idx++;
7879 break;
7880
7881 case (int)ScriptBaseClass.PRIM_GLOW:
7882 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7883 case (int)ScriptBaseClass.PRIM_TEXGEN:
7884 if (remain < 2)
7885 return;
7886 idx += 2;
7887 break;
7888
7889 case (int)ScriptBaseClass.PRIM_TYPE:
7890 if (remain < 3)
7891 return;
7892 code = (int)rules.GetLSLIntegerItem(idx++);
7893 remain = rules.Length - idx;
7894 switch (code)
7895 {
7896 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7897 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7898 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7899 if (remain < 6)
7900 return;
7901 idx += 6;
7902 break;
7903
7904 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7905 if (remain < 5)
7906 return;
7907 idx += 5;
7908 break;
7909
7910 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7911 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7912 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7913 if (remain < 11)
7914 return;
7915 idx += 11;
7916 break;
7917
7918 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7919 if (remain < 2)
7920 return;
7921 idx += 2;
7922 break;
7923 }
7924 break;
7925
7926 case (int)ScriptBaseClass.PRIM_COLOR:
7927 case (int)ScriptBaseClass.PRIM_TEXT:
7928 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7929 case (int)ScriptBaseClass.PRIM_OMEGA:
7930 if (remain < 3)
7931 return;
7932 idx += 3;
7933 break;
7934
7935 case (int)ScriptBaseClass.PRIM_TEXTURE:
7936 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
7937 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
7938 if (remain < 5)
7939 return;
7940 idx += 5;
7941 break;
7942
7943 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
7944 if (remain < 7)
7945 return;
7946
7947 idx += 7;
7948 break;
7949
7950 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7951 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7952 return;
7953
7954 if (positionChanged)
7955 {
7956 positionChanged = false;
7957 av.OffsetPosition = finalPos;
7958// av.SendAvatarDataToAllAgents();
7959 av.SendTerseUpdateToAllClients();
7960 }
7961
7962 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7963 LSL_List new_rules = rules.GetSublist(idx, -1);
7964 setLinkPrimParams((int)new_linknumber, new_rules);
7965 return;
7966 }
7967 }
7968 }
7969
7970 finally
7971 {
7972 if (positionChanged)
7973 {
7974 av.OffsetPosition = finalPos;
7975// av.SendAvatarDataToAllAgents();
7976 av.SendTerseUpdateToAllClients();
7977 positionChanged = false;
7978 }
7979 }
7208 } 7980 }
7209 7981
7210 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7982 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7211 { 7983 {
7984 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7985 return;
7986
7212 int idx = 0; 7987 int idx = 0;
7213 7988
7989 SceneObjectGroup parentgrp = part.ParentGroup;
7990
7214 bool positionChanged = false; 7991 bool positionChanged = false;
7215 LSL_Vector currentPosition = GetPartLocalPos(part); 7992 LSL_Vector currentPosition = GetPartLocalPos(part);
7216 7993
@@ -7233,8 +8010,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7233 return; 8010 return;
7234 8011
7235 v=rules.GetVector3Item(idx++); 8012 v=rules.GetVector3Item(idx++);
7236 positionChanged = true;
7237 currentPosition = GetSetPosTarget(part, v, currentPosition); 8013 currentPosition = GetSetPosTarget(part, v, currentPosition);
8014 positionChanged = true;
7238 8015
7239 break; 8016 break;
7240 case (int)ScriptBaseClass.PRIM_SIZE: 8017 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7250,8 +8027,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7250 return; 8027 return;
7251 8028
7252 LSL_Rotation q = rules.GetQuaternionItem(idx++); 8029 LSL_Rotation q = rules.GetQuaternionItem(idx++);
8030 SceneObjectPart rootPart = parentgrp.RootPart;
7253 // try to let this work as in SL... 8031 // try to let this work as in SL...
7254 if (part.ParentID == 0) 8032 if (rootPart == part)
7255 { 8033 {
7256 // special case: If we are root, rotate complete SOG to new rotation 8034 // special case: If we are root, rotate complete SOG to new rotation
7257 SetRot(part, Rot2Quaternion(q)); 8035 SetRot(part, Rot2Quaternion(q));
@@ -7259,7 +8037,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7259 else 8037 else
7260 { 8038 {
7261 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 8039 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7262 SceneObjectPart rootPart = part.ParentGroup.RootPart; 8040 // sounds like sl bug that we need to replicate
7263 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); 8041 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7264 } 8042 }
7265 8043
@@ -7512,7 +8290,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7512 return; 8290 return;
7513 8291
7514 string ph = rules.Data[idx++].ToString(); 8292 string ph = rules.Data[idx++].ToString();
7515 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8293 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
7516 8294
7517 break; 8295 break;
7518 8296
@@ -7530,12 +8308,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7530 part.ScriptSetPhysicsStatus(physics); 8308 part.ScriptSetPhysicsStatus(physics);
7531 break; 8309 break;
7532 8310
8311 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8312 if (remain < 1)
8313 return;
8314
8315 int shape_type = rules.GetLSLIntegerItem(idx++);
8316
8317 ExtraPhysicsData physdata = new ExtraPhysicsData();
8318 physdata.Density = part.Density;
8319 physdata.Bounce = part.Bounciness;
8320 physdata.GravitationModifier = part.GravityModifier;
8321 physdata.PhysShapeType = (PhysShapeType)shape_type;
8322
8323 part.UpdateExtraPhysics(physdata);
8324
8325 break;
8326
8327 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8328 if (remain < 5)
8329 return;
8330
8331 int material_bits = rules.GetLSLIntegerItem(idx++);
8332 float material_density = (float)rules.GetLSLFloatItem(idx++);
8333 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8334 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8335 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8336
8337 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8338
8339 break;
8340
7533 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8341 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7534 if (remain < 1) 8342 if (remain < 1)
7535 return; 8343 return;
7536 string temp = rules.Data[idx++].ToString(); 8344 string temp = rules.Data[idx++].ToString();
7537 8345
7538 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8346 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
7539 8347
7540 break; 8348 break;
7541 8349
@@ -7574,6 +8382,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7574 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 8382 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7575 if (remain < 1) 8383 if (remain < 1)
7576 return; 8384 return;
8385
7577 LSL_Rotation lr = rules.GetQuaternionItem(idx++); 8386 LSL_Rotation lr = rules.GetQuaternionItem(idx++);
7578 SetRot(part, Rot2Quaternion(lr)); 8387 SetRot(part, Rot2Quaternion(lr));
7579 break; 8388 break;
@@ -7585,13 +8394,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7585 LSL_Float gain = rules.GetLSLFloatItem(idx++); 8394 LSL_Float gain = rules.GetLSLFloatItem(idx++);
7586 TargetOmega(part, axis, (double)spinrate, (double)gain); 8395 TargetOmega(part, axis, (double)spinrate, (double)gain);
7587 break; 8396 break;
8397
7588 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 8398 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7589 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. 8399 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7590 return; 8400 return;
8401
8402 // do a pending position change before jumping to other part/avatar
8403 if (positionChanged)
8404 {
8405 positionChanged = false;
8406 if (parentgrp == null)
8407 return;
8408
8409 if (parentgrp.RootPart == part)
8410 {
8411
8412 Util.FireAndForget(delegate(object x)
8413 {
8414 parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8415 });
8416 }
8417 else
8418 {
8419 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8420 parentgrp.HasGroupChanged = true;
8421 parentgrp.ScheduleGroupForTerseUpdate();
8422 }
8423 }
8424
7591 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); 8425 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7592 LSL_List new_rules = rules.GetSublist(idx, -1); 8426 LSL_List new_rules = rules.GetSublist(idx, -1);
7593 setLinkPrimParams((int)new_linknumber, new_rules); 8427 setLinkPrimParams((int)new_linknumber, new_rules);
7594
7595 return; 8428 return;
7596 } 8429 }
7597 } 8430 }
@@ -7603,7 +8436,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7603 if (part.ParentGroup.RootPart == part) 8436 if (part.ParentGroup.RootPart == part)
7604 { 8437 {
7605 SceneObjectGroup parent = part.ParentGroup; 8438 SceneObjectGroup parent = part.ParentGroup;
7606 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8439 Util.FireAndForget(delegate(object x) {
8440 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8441 });
7607 } 8442 }
7608 else 8443 else
7609 { 8444 {
@@ -7647,10 +8482,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7647 8482
7648 public LSL_String llXorBase64Strings(string str1, string str2) 8483 public LSL_String llXorBase64Strings(string str1, string str2)
7649 { 8484 {
7650 m_host.AddScriptLPS(1); 8485 string b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
7651 Deprecated("llXorBase64Strings"); 8486
7652 ScriptSleep(300); 8487 ScriptSleep(300);
7653 return String.Empty; 8488 m_host.AddScriptLPS(1);
8489
8490 if (str1 == String.Empty)
8491 return String.Empty;
8492 if (str2 == String.Empty)
8493 return str1;
8494
8495 int len = str2.Length;
8496 if ((len % 4) != 0) // LL is EVIL!!!!
8497 {
8498 while (str2.EndsWith("="))
8499 str2 = str2.Substring(0, str2.Length - 1);
8500
8501 len = str2.Length;
8502 int mod = len % 4;
8503
8504 if (mod == 1)
8505 str2 = str2.Substring(0, str2.Length - 1);
8506 else if (mod == 2)
8507 str2 += "==";
8508 else if (mod == 3)
8509 str2 += "=";
8510 }
8511
8512 byte[] data1;
8513 byte[] data2;
8514 try
8515 {
8516 data1 = Convert.FromBase64String(str1);
8517 data2 = Convert.FromBase64String(str2);
8518 }
8519 catch (Exception)
8520 {
8521 return new LSL_String(String.Empty);
8522 }
8523
8524 // For cases where the decoded length of s2 is greater
8525 // than the decoded length of s1, simply perform a normal
8526 // decode and XOR
8527 //
8528 if (data2.Length >= data1.Length)
8529 {
8530 for (int pos = 0 ; pos < data1.Length ; pos++ )
8531 data1[pos] ^= data2[pos];
8532
8533 return Convert.ToBase64String(data1);
8534 }
8535
8536 // Remove padding
8537 while (str1.EndsWith("="))
8538 str1 = str1.Substring(0, str1.Length - 1);
8539 while (str2.EndsWith("="))
8540 str2 = str2.Substring(0, str2.Length - 1);
8541
8542 byte[] d1 = new byte[str1.Length];
8543 byte[] d2 = new byte[str2.Length];
8544
8545 for (int i = 0 ; i < str1.Length ; i++)
8546 {
8547 int idx = b64.IndexOf(str1.Substring(i, 1));
8548 if (idx == -1)
8549 idx = 0;
8550 d1[i] = (byte)idx;
8551 }
8552
8553 for (int i = 0 ; i < str2.Length ; i++)
8554 {
8555 int idx = b64.IndexOf(str2.Substring(i, 1));
8556 if (idx == -1)
8557 idx = 0;
8558 d2[i] = (byte)idx;
8559 }
8560
8561 string output = String.Empty;
8562
8563 for (int pos = 0 ; pos < d1.Length ; pos++)
8564 output += b64[d1[pos] ^ d2[pos % d2.Length]];
8565
8566 while (output.Length % 3 > 0)
8567 output += "=";
8568
8569 return output;
7654 } 8570 }
7655 8571
7656 public void llRemoteDataSetRegion() 8572 public void llRemoteDataSetRegion()
@@ -7774,13 +8690,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7774 public LSL_Integer llGetNumberOfPrims() 8690 public LSL_Integer llGetNumberOfPrims()
7775 { 8691 {
7776 m_host.AddScriptLPS(1); 8692 m_host.AddScriptLPS(1);
7777 int avatarCount = 0; 8693 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7778 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8694
7779 {
7780 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7781 avatarCount++;
7782 });
7783
7784 return m_host.ParentGroup.PrimCount + avatarCount; 8695 return m_host.ParentGroup.PrimCount + avatarCount;
7785 } 8696 }
7786 8697
@@ -7796,55 +8707,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7796 m_host.AddScriptLPS(1); 8707 m_host.AddScriptLPS(1);
7797 UUID objID = UUID.Zero; 8708 UUID objID = UUID.Zero;
7798 LSL_List result = new LSL_List(); 8709 LSL_List result = new LSL_List();
8710
8711 // If the ID is not valid, return null result
7799 if (!UUID.TryParse(obj, out objID)) 8712 if (!UUID.TryParse(obj, out objID))
7800 { 8713 {
7801 result.Add(new LSL_Vector()); 8714 result.Add(new LSL_Vector());
7802 result.Add(new LSL_Vector()); 8715 result.Add(new LSL_Vector());
7803 return result; 8716 return result;
7804 } 8717 }
8718
8719 // Check if this is an attached prim. If so, replace
8720 // the UUID with the avatar UUID and report it's bounding box
8721 SceneObjectPart part = World.GetSceneObjectPart(objID);
8722 if (part != null && part.ParentGroup.IsAttachment)
8723 objID = part.ParentGroup.AttachedAvatar;
8724
8725 // Find out if this is an avatar ID. If so, return it's box
7805 ScenePresence presence = World.GetScenePresence(objID); 8726 ScenePresence presence = World.GetScenePresence(objID);
7806 if (presence != null) 8727 if (presence != null)
7807 { 8728 {
7808 if (presence.ParentID == 0) // not sat on an object 8729 // As per LSL Wiki, there is no difference between sitting
8730 // and standing avatar since server 1.36
8731 LSL_Vector lower;
8732 LSL_Vector upper;
8733 if (presence.Animator.Animations.DefaultAnimation.AnimID
8734 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7809 { 8735 {
7810 LSL_Vector lower; 8736 // This is for ground sitting avatars
7811 LSL_Vector upper; 8737 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7812 if (presence.Animator.Animations.DefaultAnimation.AnimID 8738 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7813 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8739 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7814 {
7815 // This is for ground sitting avatars
7816 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7817 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7818 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7819 }
7820 else
7821 {
7822 // This is for standing/flying avatars
7823 float height = presence.Appearance.AvatarHeight / 2.0f;
7824 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7825 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7826 }
7827 result.Add(lower);
7828 result.Add(upper);
7829 return result;
7830 } 8740 }
7831 else 8741 else
7832 { 8742 {
7833 // sitting on an object so we need the bounding box of that 8743 // This is for standing/flying avatars
7834 // which should include the avatar so set the UUID to the 8744 float height = presence.Appearance.AvatarHeight / 2.0f;
7835 // UUID of the object the avatar is sat on and allow it to fall through 8745 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7836 // to processing an object 8746 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7837 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7838 objID = p.UUID;
7839 } 8747 }
8748
8749 // Adjust to the documented error offsets (see LSL Wiki)
8750 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8751 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8752
8753 if (lower.x > upper.x)
8754 lower.x = upper.x;
8755 if (lower.y > upper.y)
8756 lower.y = upper.y;
8757 if (lower.z > upper.z)
8758 lower.z = upper.z;
8759
8760 result.Add(lower);
8761 result.Add(upper);
8762 return result;
7840 } 8763 }
7841 SceneObjectPart part = World.GetSceneObjectPart(objID); 8764
8765 part = World.GetSceneObjectPart(objID);
7842 // Currently only works for single prims without a sitting avatar 8766 // Currently only works for single prims without a sitting avatar
7843 if (part != null) 8767 if (part != null)
7844 { 8768 {
7845 Vector3 halfSize = part.Scale / 2.0f; 8769 float minX;
7846 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8770 float maxX;
7847 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8771 float minY;
8772 float maxY;
8773 float minZ;
8774 float maxZ;
8775
8776 // This BBox is in sim coordinates, with the offset being
8777 // a contained point.
8778 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8779 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8780
8781 minX -= offsets[0].X;
8782 maxX -= offsets[0].X;
8783 minY -= offsets[0].Y;
8784 maxY -= offsets[0].Y;
8785 minZ -= offsets[0].Z;
8786 maxZ -= offsets[0].Z;
8787
8788 LSL_Vector lower;
8789 LSL_Vector upper;
8790
8791 // Adjust to the documented error offsets (see LSL Wiki)
8792 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8793 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8794
8795 if (lower.x > upper.x)
8796 lower.x = upper.x;
8797 if (lower.y > upper.y)
8798 lower.y = upper.y;
8799 if (lower.z > upper.z)
8800 lower.z = upper.z;
8801
7848 result.Add(lower); 8802 result.Add(lower);
7849 result.Add(upper); 8803 result.Add(upper);
7850 return result; 8804 return result;
@@ -7858,7 +8812,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7858 8812
7859 public LSL_Vector llGetGeometricCenter() 8813 public LSL_Vector llGetGeometricCenter()
7860 { 8814 {
7861 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8815 Vector3 tmp = m_host.GetGeometricCenter();
8816 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7862 } 8817 }
7863 8818
7864 public LSL_List llGetPrimitiveParams(LSL_List rules) 8819 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7871,16 +8826,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7871 { 8826 {
7872 m_host.AddScriptLPS(1); 8827 m_host.AddScriptLPS(1);
7873 8828
8829 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8830 // keep other options as before
8831
7874 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8832 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8833 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7875 8834
7876 LSL_List res = new LSL_List(); 8835 LSL_List res = new LSL_List();
7877 8836
7878 foreach (var part in parts) 8837 if (parts.Count > 0)
7879 { 8838 {
7880 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8839 foreach (var part in parts)
7881 res += partRes; 8840 {
8841 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8842 res += partRes;
8843 }
8844 }
8845 if (avatars.Count > 0)
8846 {
8847 foreach (ScenePresence avatar in avatars)
8848 {
8849 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8850 res += avaRes;
8851 }
7882 } 8852 }
8853 return res;
8854 }
8855
8856 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8857 {
8858 // avatars case
8859 // replies as SL wiki
8860
8861 LSL_List res = new LSL_List();
8862// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
8863 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
8864
8865 int idx = 0;
8866 while (idx < rules.Length)
8867 {
8868 int code = (int)rules.GetLSLIntegerItem(idx++);
8869 int remain = rules.Length - idx;
8870
8871 switch (code)
8872 {
8873 case (int)ScriptBaseClass.PRIM_MATERIAL:
8874 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8875 break;
7883 8876
8877 case (int)ScriptBaseClass.PRIM_PHYSICS:
8878 res.Add(new LSL_Integer(0));
8879 break;
8880
8881 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8882 res.Add(new LSL_Integer(0));
8883 break;
8884
8885 case (int)ScriptBaseClass.PRIM_PHANTOM:
8886 res.Add(new LSL_Integer(0));
8887 break;
8888
8889 case (int)ScriptBaseClass.PRIM_POSITION:
8890
8891 Vector3 pos = avatar.OffsetPosition;
8892
8893 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
8894 pos -= sitOffset;
8895
8896 if( sitPart != null)
8897 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
8898
8899 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8900 break;
8901
8902 case (int)ScriptBaseClass.PRIM_SIZE:
8903 // as in llGetAgentSize above
8904 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8905 break;
8906
8907 case (int)ScriptBaseClass.PRIM_ROTATION:
8908 Quaternion rot = avatar.Rotation;
8909 if (sitPart != null)
8910 {
8911 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
8912 }
8913
8914 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8915 break;
8916
8917 case (int)ScriptBaseClass.PRIM_TYPE:
8918 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8919 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8920 res.Add(new LSL_Vector(0f,1.0f,0f));
8921 res.Add(new LSL_Float(0.0f));
8922 res.Add(new LSL_Vector(0, 0, 0));
8923 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8924 res.Add(new LSL_Vector(0, 0, 0));
8925 break;
8926
8927 case (int)ScriptBaseClass.PRIM_TEXTURE:
8928 if (remain < 1)
8929 return res;
8930
8931 int face = (int)rules.GetLSLIntegerItem(idx++);
8932 if (face == ScriptBaseClass.ALL_SIDES)
8933 {
8934 for (face = 0; face < 21; face++)
8935 {
8936 res.Add(new LSL_String(""));
8937 res.Add(new LSL_Vector(0,0,0));
8938 res.Add(new LSL_Vector(0,0,0));
8939 res.Add(new LSL_Float(0.0));
8940 }
8941 }
8942 else
8943 {
8944 if (face >= 0 && face < 21)
8945 {
8946 res.Add(new LSL_String(""));
8947 res.Add(new LSL_Vector(0,0,0));
8948 res.Add(new LSL_Vector(0,0,0));
8949 res.Add(new LSL_Float(0.0));
8950 }
8951 }
8952 break;
8953
8954 case (int)ScriptBaseClass.PRIM_COLOR:
8955 if (remain < 1)
8956 return res;
8957
8958 face = (int)rules.GetLSLIntegerItem(idx++);
8959
8960 if (face == ScriptBaseClass.ALL_SIDES)
8961 {
8962 for (face = 0; face < 21; face++)
8963 {
8964 res.Add(new LSL_Vector(0,0,0));
8965 res.Add(new LSL_Float(0));
8966 }
8967 }
8968 else
8969 {
8970 res.Add(new LSL_Vector(0,0,0));
8971 res.Add(new LSL_Float(0));
8972 }
8973 break;
8974
8975 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8976 if (remain < 1)
8977 return res;
8978 face = (int)rules.GetLSLIntegerItem(idx++);
8979
8980 if (face == ScriptBaseClass.ALL_SIDES)
8981 {
8982 for (face = 0; face < 21; face++)
8983 {
8984 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8985 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8986 }
8987 }
8988 else
8989 {
8990 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8991 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8992 }
8993 break;
8994
8995 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8996 if (remain < 1)
8997 return res;
8998 face = (int)rules.GetLSLIntegerItem(idx++);
8999
9000 if (face == ScriptBaseClass.ALL_SIDES)
9001 {
9002 for (face = 0; face < 21; face++)
9003 {
9004 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9005 }
9006 }
9007 else
9008 {
9009 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9010 }
9011 break;
9012
9013 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
9014 res.Add(new LSL_Integer(0));
9015 res.Add(new LSL_Integer(0));// softness
9016 res.Add(new LSL_Float(0.0f)); // gravity
9017 res.Add(new LSL_Float(0.0f)); // friction
9018 res.Add(new LSL_Float(0.0f)); // wind
9019 res.Add(new LSL_Float(0.0f)); // tension
9020 res.Add(new LSL_Vector(0f,0f,0f));
9021 break;
9022
9023 case (int)ScriptBaseClass.PRIM_TEXGEN:
9024 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
9025 if (remain < 1)
9026 return res;
9027 face = (int)rules.GetLSLIntegerItem(idx++);
9028
9029 if (face == ScriptBaseClass.ALL_SIDES)
9030 {
9031 for (face = 0; face < 21; face++)
9032 {
9033 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9034 }
9035 }
9036 else
9037 {
9038 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9039 }
9040 break;
9041
9042 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
9043 res.Add(new LSL_Integer(0));
9044 res.Add(new LSL_Vector(0f,0f,0f));
9045 res.Add(new LSL_Float(0f)); // intensity
9046 res.Add(new LSL_Float(0f)); // radius
9047 res.Add(new LSL_Float(0f)); // falloff
9048 break;
9049
9050 case (int)ScriptBaseClass.PRIM_GLOW:
9051 if (remain < 1)
9052 return res;
9053 face = (int)rules.GetLSLIntegerItem(idx++);
9054
9055 if (face == ScriptBaseClass.ALL_SIDES)
9056 {
9057 for (face = 0; face < 21; face++)
9058 {
9059 res.Add(new LSL_Float(0f));
9060 }
9061 }
9062 else
9063 {
9064 res.Add(new LSL_Float(0f));
9065 }
9066 break;
9067
9068 case (int)ScriptBaseClass.PRIM_TEXT:
9069 res.Add(new LSL_String(""));
9070 res.Add(new LSL_Vector(0f,0f,0f));
9071 res.Add(new LSL_Float(1.0f));
9072 break;
9073
9074 case (int)ScriptBaseClass.PRIM_NAME:
9075 res.Add(new LSL_String(avatar.Name));
9076 break;
9077
9078 case (int)ScriptBaseClass.PRIM_DESC:
9079 res.Add(new LSL_String(""));
9080 break;
9081
9082 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9083 Quaternion lrot = avatar.Rotation;
9084
9085 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9086 {
9087 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
9088 }
9089 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
9090 break;
9091
9092 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
9093 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
9094 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
9095 lpos -= lsitOffset;
9096
9097 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9098 {
9099 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
9100 }
9101 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
9102 break;
9103
9104 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9105 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9106 return res;
9107 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9108 LSL_List new_rules = rules.GetSublist(idx, -1);
9109
9110 res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9111 return res;
9112 }
9113 }
7884 return res; 9114 return res;
7885 } 9115 }
7886 9116
@@ -7924,13 +9154,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7924 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 9154 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7925 part.AbsolutePosition.Y, 9155 part.AbsolutePosition.Y,
7926 part.AbsolutePosition.Z); 9156 part.AbsolutePosition.Z);
7927 // For some reason, the part.AbsolutePosition.* values do not change if the
7928 // linkset is rotated; they always reflect the child prim's world position
7929 // as though the linkset is unrotated. This is incompatible behavior with SL's
7930 // implementation, so will break scripts imported from there (not to mention it
7931 // makes it more difficult to determine a child prim's actual inworld position).
7932 if (part.ParentID != 0)
7933 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7934 res.Add(v); 9157 res.Add(v);
7935 break; 9158 break;
7936 9159
@@ -8101,56 +9324,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8101 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 9324 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8102 if (remain < 1) 9325 if (remain < 1)
8103 return res; 9326 return res;
8104 9327 face = (int)rules.GetLSLIntegerItem(idx++);
8105 face=(int)rules.GetLSLIntegerItem(idx++);
8106 9328
8107 tex = part.Shape.Textures; 9329 tex = part.Shape.Textures;
9330 int shiny;
8108 if (face == ScriptBaseClass.ALL_SIDES) 9331 if (face == ScriptBaseClass.ALL_SIDES)
8109 { 9332 {
8110 for (face = 0; face < GetNumberOfSides(part); face++) 9333 for (face = 0; face < GetNumberOfSides(part); face++)
8111 { 9334 {
8112 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9335 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8113 // Convert Shininess to PRIM_SHINY_* 9336 if (shinyness == Shininess.High)
8114 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9337 {
8115 // PRIM_BUMP_* 9338 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8116 res.Add(new LSL_Integer((int)texface.Bump)); 9339 }
9340 else if (shinyness == Shininess.Medium)
9341 {
9342 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9343 }
9344 else if (shinyness == Shininess.Low)
9345 {
9346 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9347 }
9348 else
9349 {
9350 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9351 }
9352 res.Add(new LSL_Integer(shiny));
9353 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8117 } 9354 }
8118 } 9355 }
8119 else 9356 else
8120 { 9357 {
8121 if (face >= 0 && face < GetNumberOfSides(part)) 9358 Shininess shinyness = tex.GetFace((uint)face).Shiny;
9359 if (shinyness == Shininess.High)
8122 { 9360 {
8123 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9361 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8124 // Convert Shininess to PRIM_SHINY_* 9362 }
8125 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9363 else if (shinyness == Shininess.Medium)
8126 // PRIM_BUMP_* 9364 {
8127 res.Add(new LSL_Integer((int)texface.Bump)); 9365 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8128 } 9366 }
9367 else if (shinyness == Shininess.Low)
9368 {
9369 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9370 }
9371 else
9372 {
9373 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9374 }
9375 res.Add(new LSL_Integer(shiny));
9376 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8129 } 9377 }
8130 break; 9378 break;
8131 9379
8132 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 9380 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8133 if (remain < 1) 9381 if (remain < 1)
8134 return res; 9382 return res;
8135 9383 face = (int)rules.GetLSLIntegerItem(idx++);
8136 face=(int)rules.GetLSLIntegerItem(idx++);
8137 9384
8138 tex = part.Shape.Textures; 9385 tex = part.Shape.Textures;
9386 int fullbright;
8139 if (face == ScriptBaseClass.ALL_SIDES) 9387 if (face == ScriptBaseClass.ALL_SIDES)
8140 { 9388 {
8141 for (face = 0; face < GetNumberOfSides(part); face++) 9389 for (face = 0; face < GetNumberOfSides(part); face++)
8142 { 9390 {
8143 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9391 if (tex.GetFace((uint)face).Fullbright == true)
8144 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9392 {
9393 fullbright = ScriptBaseClass.TRUE;
9394 }
9395 else
9396 {
9397 fullbright = ScriptBaseClass.FALSE;
9398 }
9399 res.Add(new LSL_Integer(fullbright));
8145 } 9400 }
8146 } 9401 }
8147 else 9402 else
8148 { 9403 {
8149 if (face >= 0 && face < GetNumberOfSides(part)) 9404 if (tex.GetFace((uint)face).Fullbright == true)
8150 { 9405 {
8151 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9406 fullbright = ScriptBaseClass.TRUE;
8152 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9407 }
9408 else
9409 {
9410 fullbright = ScriptBaseClass.FALSE;
8153 } 9411 }
9412 res.Add(new LSL_Integer(fullbright));
8154 } 9413 }
8155 break; 9414 break;
8156 9415
@@ -8172,27 +9431,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8172 break; 9431 break;
8173 9432
8174 case (int)ScriptBaseClass.PRIM_TEXGEN: 9433 case (int)ScriptBaseClass.PRIM_TEXGEN:
9434 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8175 if (remain < 1) 9435 if (remain < 1)
8176 return res; 9436 return res;
8177 9437 face = (int)rules.GetLSLIntegerItem(idx++);
8178 face=(int)rules.GetLSLIntegerItem(idx++);
8179 9438
8180 tex = part.Shape.Textures; 9439 tex = part.Shape.Textures;
8181 if (face == ScriptBaseClass.ALL_SIDES) 9440 if (face == ScriptBaseClass.ALL_SIDES)
8182 { 9441 {
8183 for (face = 0; face < GetNumberOfSides(part); face++) 9442 for (face = 0; face < GetNumberOfSides(part); face++)
8184 { 9443 {
8185 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9444 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8186 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 9445 {
8187 res.Add(new LSL_Integer((uint)texgen >> 1)); 9446 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9447 }
9448 else
9449 {
9450 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9451 }
8188 } 9452 }
8189 } 9453 }
8190 else 9454 else
8191 { 9455 {
8192 if (face >= 0 && face < GetNumberOfSides(part)) 9456 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8193 { 9457 {
8194 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9458 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8195 res.Add(new LSL_Integer((uint)texgen >> 1)); 9459 }
9460 else
9461 {
9462 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8196 } 9463 }
8197 } 9464 }
8198 break; 9465 break;
@@ -8215,25 +9482,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8215 case (int)ScriptBaseClass.PRIM_GLOW: 9482 case (int)ScriptBaseClass.PRIM_GLOW:
8216 if (remain < 1) 9483 if (remain < 1)
8217 return res; 9484 return res;
8218 9485 face = (int)rules.GetLSLIntegerItem(idx++);
8219 face=(int)rules.GetLSLIntegerItem(idx++);
8220 9486
8221 tex = part.Shape.Textures; 9487 tex = part.Shape.Textures;
9488 float primglow;
8222 if (face == ScriptBaseClass.ALL_SIDES) 9489 if (face == ScriptBaseClass.ALL_SIDES)
8223 { 9490 {
8224 for (face = 0; face < GetNumberOfSides(part); face++) 9491 for (face = 0; face < GetNumberOfSides(part); face++)
8225 { 9492 {
8226 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9493 primglow = tex.GetFace((uint)face).Glow;
8227 res.Add(new LSL_Float(texface.Glow)); 9494 res.Add(new LSL_Float(primglow));
8228 } 9495 }
8229 } 9496 }
8230 else 9497 else
8231 { 9498 {
8232 if (face >= 0 && face < GetNumberOfSides(part)) 9499 primglow = tex.GetFace((uint)face).Glow;
8233 { 9500 res.Add(new LSL_Float(primglow));
8234 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8235 res.Add(new LSL_Float(texface.Glow));
8236 }
8237 } 9501 }
8238 break; 9502 break;
8239 9503
@@ -8245,18 +9509,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8245 textColor.B)); 9509 textColor.B));
8246 res.Add(new LSL_Float(textColor.A)); 9510 res.Add(new LSL_Float(textColor.A));
8247 break; 9511 break;
9512
8248 case (int)ScriptBaseClass.PRIM_NAME: 9513 case (int)ScriptBaseClass.PRIM_NAME:
8249 res.Add(new LSL_String(part.Name)); 9514 res.Add(new LSL_String(part.Name));
8250 break; 9515 break;
9516
8251 case (int)ScriptBaseClass.PRIM_DESC: 9517 case (int)ScriptBaseClass.PRIM_DESC:
8252 res.Add(new LSL_String(part.Description)); 9518 res.Add(new LSL_String(part.Description));
8253 break; 9519 break;
9520
8254 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9521 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8255 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9522 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8256 break; 9523 break;
9524
8257 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9525 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8258 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9526 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8259 break; 9527 break;
9528
9529 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9530 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9531 return res;
9532 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9533 LSL_List new_rules = rules.GetSublist(idx, -1);
9534 LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9535 res += tres;
9536 return res;
8260 } 9537 }
8261 } 9538 }
8262 return res; 9539 return res;
@@ -8849,8 +10126,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8849 // The function returns an ordered list 10126 // The function returns an ordered list
8850 // representing the tokens found in the supplied 10127 // representing the tokens found in the supplied
8851 // sources string. If two successive tokenizers 10128 // sources string. If two successive tokenizers
8852 // are encountered, then a NULL entry is added 10129 // are encountered, then a null-string entry is
8853 // to the list. 10130 // added to the list.
8854 // 10131 //
8855 // It is a precondition that the source and 10132 // It is a precondition that the source and
8856 // toekizer lisst are non-null. If they are null, 10133 // toekizer lisst are non-null. If they are null,
@@ -8858,7 +10135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8858 // while their lengths are being determined. 10135 // while their lengths are being determined.
8859 // 10136 //
8860 // A small amount of working memoryis required 10137 // A small amount of working memoryis required
8861 // of approximately 8*#tokenizers. 10138 // of approximately 8*#tokenizers + 8*srcstrlen.
8862 // 10139 //
8863 // There are many ways in which this function 10140 // There are many ways in which this function
8864 // can be implemented, this implementation is 10141 // can be implemented, this implementation is
@@ -8874,155 +10151,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8874 // and eliminates redundant tokenizers as soon 10151 // and eliminates redundant tokenizers as soon
8875 // as is possible. 10152 // as is possible.
8876 // 10153 //
8877 // The implementation tries to avoid any copying 10154 // The implementation tries to minimize temporary
8878 // of arrays or other objects. 10155 // garbage generation.
8879 // </remarks> 10156 // </remarks>
8880 10157
8881 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 10158 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8882 { 10159 {
8883 int beginning = 0; 10160 return ParseString2List(src, separators, spacers, true);
8884 int srclen = src.Length; 10161 }
8885 int seplen = separators.Length;
8886 object[] separray = separators.Data;
8887 int spclen = spacers.Length;
8888 object[] spcarray = spacers.Data;
8889 int mlen = seplen+spclen;
8890
8891 int[] offset = new int[mlen+1];
8892 bool[] active = new bool[mlen];
8893
8894 int best;
8895 int j;
8896
8897 // Initial capacity reduces resize cost
8898 10162
8899 LSL_List tokens = new LSL_List(); 10163 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
10164 {
10165 int srclen = src.Length;
10166 int seplen = separators.Length;
10167 object[] separray = separators.Data;
10168 int spclen = spacers.Length;
10169 object[] spcarray = spacers.Data;
10170 int dellen = 0;
10171 string[] delarray = new string[seplen+spclen];
8900 10172
8901 // All entries are initially valid 10173 int outlen = 0;
10174 string[] outarray = new string[srclen*2+1];
8902 10175
8903 for (int i = 0; i < mlen; i++) 10176 int i, j;
8904 active[i] = true; 10177 string d;
8905 10178
8906 offset[mlen] = srclen; 10179 m_host.AddScriptLPS(1);
8907 10180
8908 while (beginning < srclen) 10181 /*
10182 * Convert separator and spacer lists to C# strings.
10183 * Also filter out null strings so we don't hang.
10184 */
10185 for (i = 0; i < seplen; i ++)
8909 { 10186 {
10187 d = separray[i].ToString();
10188 if (d.Length > 0)
10189 {
10190 delarray[dellen++] = d;
10191 }
10192 }
10193 seplen = dellen;
8910 10194
8911 best = mlen; // as bad as it gets 10195 for (i = 0; i < spclen; i ++)
10196 {
10197 d = spcarray[i].ToString();
10198 if (d.Length > 0)
10199 {
10200 delarray[dellen++] = d;
10201 }
10202 }
8912 10203
8913 // Scan for separators 10204 /*
10205 * Scan through source string from beginning to end.
10206 */
10207 for (i = 0;;)
10208 {
8914 10209
8915 for (j = 0; j < seplen; j++) 10210 /*
10211 * Find earliest delimeter in src starting at i (if any).
10212 */
10213 int earliestDel = -1;
10214 int earliestSrc = srclen;
10215 string earliestStr = null;
10216 for (j = 0; j < dellen; j ++)
8916 { 10217 {
8917 if (separray[j].ToString() == String.Empty) 10218 d = delarray[j];
8918 active[j] = false; 10219 if (d != null)
8919
8920 if (active[j])
8921 { 10220 {
8922 // scan all of the markers 10221 int index = src.IndexOf(d, i);
8923 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 10222 if (index < 0)
8924 { 10223 {
8925 // not present at all 10224 delarray[j] = null; // delim nowhere in src, don't check it anymore
8926 active[j] = false;
8927 } 10225 }
8928 else 10226 else if (index < earliestSrc)
8929 { 10227 {
8930 // present and correct 10228 earliestSrc = index; // where delimeter starts in source string
8931 if (offset[j] < offset[best]) 10229 earliestDel = j; // where delimeter is in delarray[]
8932 { 10230 earliestStr = d; // the delimeter string from delarray[]
8933 // closest so far 10231 if (index == i) break; // can't do any better than found at beg of string
8934 best = j;
8935 if (offset[best] == beginning)
8936 break;
8937 }
8938 } 10232 }
8939 } 10233 }
8940 } 10234 }
8941 10235
8942 // Scan for spacers 10236 /*
8943 10237 * Output source string starting at i through start of earliest delimeter.
8944 if (offset[best] != beginning) 10238 */
10239 if (keepNulls || (earliestSrc > i))
8945 { 10240 {
8946 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 10241 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8947 {
8948 if (spcarray[j-seplen].ToString() == String.Empty)
8949 active[j] = false;
8950
8951 if (active[j])
8952 {
8953 // scan all of the markers
8954 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8955 {
8956 // not present at all
8957 active[j] = false;
8958 }
8959 else
8960 {
8961 // present and correct
8962 if (offset[j] < offset[best])
8963 {
8964 // closest so far
8965 best = j;
8966 }
8967 }
8968 }
8969 }
8970 } 10242 }
8971 10243
8972 // This is the normal exit from the scanning loop 10244 /*
10245 * If no delimeter found at or after i, we're done scanning.
10246 */
10247 if (earliestDel < 0) break;
8973 10248
8974 if (best == mlen) 10249 /*
10250 * If delimeter was a spacer, output the spacer.
10251 */
10252 if (earliestDel >= seplen)
8975 { 10253 {
8976 // no markers were found on this pass 10254 outarray[outlen++] = earliestStr;
8977 // so we're pretty much done
8978 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8979 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8980 break;
8981 } 10255 }
8982 10256
8983 // Otherwise we just add the newly delimited token 10257 /*
8984 // and recalculate where the search should continue. 10258 * Look at rest of src string following delimeter.
8985 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 10259 */
8986 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 10260 i = earliestSrc + earliestStr.Length;
8987
8988 if (best < seplen)
8989 {
8990 beginning = offset[best] + (separray[best].ToString()).Length;
8991 }
8992 else
8993 {
8994 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8995 string str = spcarray[best - seplen].ToString();
8996 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8997 tokens.Add(new LSL_String(str));
8998 }
8999 } 10261 }
9000 10262
9001 // This an awkward an not very intuitive boundary case. If the 10263 /*
9002 // last substring is a tokenizer, then there is an implied trailing 10264 * Make up an exact-sized output array suitable for an LSL_List object.
9003 // null list entry. Hopefully the single comparison will not be too 10265 */
9004 // arduous. Alternatively the 'break' could be replced with a return 10266 object[] outlist = new object[outlen];
9005 // but that's shabby programming. 10267 for (i = 0; i < outlen; i ++)
9006
9007 if ((beginning == srclen) && (keepNulls))
9008 { 10268 {
9009 if (srclen != 0) 10269 outlist[i] = new LSL_String(outarray[i]);
9010 tokens.Add(new LSL_String(""));
9011 } 10270 }
9012 10271 return new LSL_List(outlist);
9013 return tokens;
9014 }
9015
9016 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
9017 {
9018 m_host.AddScriptLPS(1);
9019 return this.ParseString(src, separators, spacers, false);
9020 }
9021
9022 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
9023 {
9024 m_host.AddScriptLPS(1);
9025 return this.ParseString(src, separators, spacers, true);
9026 } 10272 }
9027 10273
9028 public LSL_Integer llGetObjectPermMask(int mask) 10274 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9117,6 +10363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9117 case 4: 10363 case 4:
9118 return (int)item.NextPermissions; 10364 return (int)item.NextPermissions;
9119 } 10365 }
10366 m_host.TaskInventory.LockItemsForRead(false);
9120 10367
9121 return -1; 10368 return -1;
9122 } 10369 }
@@ -9307,9 +10554,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9307 { 10554 {
9308 try 10555 try
9309 { 10556 {
10557 /*
9310 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10558 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9311 if (obj != null) 10559 if (obj != null)
9312 return (double)obj.GetMass(); 10560 return (double)obj.GetMass();
10561 */
10562 // return total object mass
10563 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
10564 if (obj != null)
10565 return obj.GetMass();
10566
9313 // the object is null so the key is for an avatar 10567 // the object is null so the key is for an avatar
9314 ScenePresence avatar = World.GetScenePresence(key); 10568 ScenePresence avatar = World.GetScenePresence(key);
9315 if (avatar != null) 10569 if (avatar != null)
@@ -9329,7 +10583,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9329 } 10583 }
9330 10584
9331 /// <summary> 10585 /// <summary>
9332 /// illListReplaceList removes the sub-list defined by the inclusive indices 10586 /// llListReplaceList removes the sub-list defined by the inclusive indices
9333 /// start and end and inserts the src list in its place. The inclusive 10587 /// start and end and inserts the src list in its place. The inclusive
9334 /// nature of the indices means that at least one element must be deleted 10588 /// nature of the indices means that at least one element must be deleted
9335 /// if the indices are within the bounds of the existing list. I.e. 2,2 10589 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9386,16 +10640,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9386 // based upon end. Note that if end exceeds the upper 10640 // based upon end. Note that if end exceeds the upper
9387 // bound in this case, the entire destination list 10641 // bound in this case, the entire destination list
9388 // is removed. 10642 // is removed.
9389 else 10643 else if (start == 0)
9390 { 10644 {
9391 if (end + 1 < dest.Length) 10645 if (end + 1 < dest.Length)
9392 {
9393 return src + dest.GetSublist(end + 1, -1); 10646 return src + dest.GetSublist(end + 1, -1);
9394 }
9395 else 10647 else
9396 {
9397 return src; 10648 return src;
9398 } 10649 }
10650 else // Start < 0
10651 {
10652 if (end + 1 < dest.Length)
10653 return dest.GetSublist(end + 1, -1);
10654 else
10655 return new LSL_List();
9399 } 10656 }
9400 } 10657 }
9401 // Finally, if start > end, we strip away a prefix and 10658 // Finally, if start > end, we strip away a prefix and
@@ -9446,17 +10703,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9446 int width = 0; 10703 int width = 0;
9447 int height = 0; 10704 int height = 0;
9448 10705
9449 ParcelMediaCommandEnum? commandToSend = null; 10706 uint commandToSend = 0;
9450 float time = 0.0f; // default is from start 10707 float time = 0.0f; // default is from start
9451 10708
9452 ScenePresence presence = null; 10709 ScenePresence presence = null;
9453 10710
9454 for (int i = 0; i < commandList.Data.Length; i++) 10711 for (int i = 0; i < commandList.Data.Length; i++)
9455 { 10712 {
9456 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10713 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9457 switch (command) 10714 switch (command)
9458 { 10715 {
9459 case ParcelMediaCommandEnum.Agent: 10716 case (uint)ParcelMediaCommandEnum.Agent:
9460 // we send only to one agent 10717 // we send only to one agent
9461 if ((i + 1) < commandList.Length) 10718 if ((i + 1) < commandList.Length)
9462 { 10719 {
@@ -9473,25 +10730,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9473 } 10730 }
9474 break; 10731 break;
9475 10732
9476 case ParcelMediaCommandEnum.Loop: 10733 case (uint)ParcelMediaCommandEnum.Loop:
9477 loop = 1; 10734 loop = 1;
9478 commandToSend = command; 10735 commandToSend = command;
9479 update = true; //need to send the media update packet to set looping 10736 update = true; //need to send the media update packet to set looping
9480 break; 10737 break;
9481 10738
9482 case ParcelMediaCommandEnum.Play: 10739 case (uint)ParcelMediaCommandEnum.Play:
9483 loop = 0; 10740 loop = 0;
9484 commandToSend = command; 10741 commandToSend = command;
9485 update = true; //need to send the media update packet to make sure it doesn't loop 10742 update = true; //need to send the media update packet to make sure it doesn't loop
9486 break; 10743 break;
9487 10744
9488 case ParcelMediaCommandEnum.Pause: 10745 case (uint)ParcelMediaCommandEnum.Pause:
9489 case ParcelMediaCommandEnum.Stop: 10746 case (uint)ParcelMediaCommandEnum.Stop:
9490 case ParcelMediaCommandEnum.Unload: 10747 case (uint)ParcelMediaCommandEnum.Unload:
9491 commandToSend = command; 10748 commandToSend = command;
9492 break; 10749 break;
9493 10750
9494 case ParcelMediaCommandEnum.Url: 10751 case (uint)ParcelMediaCommandEnum.Url:
9495 if ((i + 1) < commandList.Length) 10752 if ((i + 1) < commandList.Length)
9496 { 10753 {
9497 if (commandList.Data[i + 1] is LSL_String) 10754 if (commandList.Data[i + 1] is LSL_String)
@@ -9504,7 +10761,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9504 } 10761 }
9505 break; 10762 break;
9506 10763
9507 case ParcelMediaCommandEnum.Texture: 10764 case (uint)ParcelMediaCommandEnum.Texture:
9508 if ((i + 1) < commandList.Length) 10765 if ((i + 1) < commandList.Length)
9509 { 10766 {
9510 if (commandList.Data[i + 1] is LSL_String) 10767 if (commandList.Data[i + 1] is LSL_String)
@@ -9517,7 +10774,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9517 } 10774 }
9518 break; 10775 break;
9519 10776
9520 case ParcelMediaCommandEnum.Time: 10777 case (uint)ParcelMediaCommandEnum.Time:
9521 if ((i + 1) < commandList.Length) 10778 if ((i + 1) < commandList.Length)
9522 { 10779 {
9523 if (commandList.Data[i + 1] is LSL_Float) 10780 if (commandList.Data[i + 1] is LSL_Float)
@@ -9529,7 +10786,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9529 } 10786 }
9530 break; 10787 break;
9531 10788
9532 case ParcelMediaCommandEnum.AutoAlign: 10789 case (uint)ParcelMediaCommandEnum.AutoAlign:
9533 if ((i + 1) < commandList.Length) 10790 if ((i + 1) < commandList.Length)
9534 { 10791 {
9535 if (commandList.Data[i + 1] is LSL_Integer) 10792 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9543,7 +10800,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9543 } 10800 }
9544 break; 10801 break;
9545 10802
9546 case ParcelMediaCommandEnum.Type: 10803 case (uint)ParcelMediaCommandEnum.Type:
9547 if ((i + 1) < commandList.Length) 10804 if ((i + 1) < commandList.Length)
9548 { 10805 {
9549 if (commandList.Data[i + 1] is LSL_String) 10806 if (commandList.Data[i + 1] is LSL_String)
@@ -9556,7 +10813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9556 } 10813 }
9557 break; 10814 break;
9558 10815
9559 case ParcelMediaCommandEnum.Desc: 10816 case (uint)ParcelMediaCommandEnum.Desc:
9560 if ((i + 1) < commandList.Length) 10817 if ((i + 1) < commandList.Length)
9561 { 10818 {
9562 if (commandList.Data[i + 1] is LSL_String) 10819 if (commandList.Data[i + 1] is LSL_String)
@@ -9569,7 +10826,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9569 } 10826 }
9570 break; 10827 break;
9571 10828
9572 case ParcelMediaCommandEnum.Size: 10829 case (uint)ParcelMediaCommandEnum.Size:
9573 if ((i + 2) < commandList.Length) 10830 if ((i + 2) < commandList.Length)
9574 { 10831 {
9575 if (commandList.Data[i + 1] is LSL_Integer) 10832 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9639,7 +10896,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9639 } 10896 }
9640 } 10897 }
9641 10898
9642 if (commandToSend != null) 10899 if (commandToSend != 0)
9643 { 10900 {
9644 // the commandList contained a start/stop/... command, too 10901 // the commandList contained a start/stop/... command, too
9645 if (presence == null) 10902 if (presence == null)
@@ -9676,7 +10933,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9676 10933
9677 if (aList.Data[i] != null) 10934 if (aList.Data[i] != null)
9678 { 10935 {
9679 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10936 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9680 { 10937 {
9681 case ParcelMediaCommandEnum.Url: 10938 case ParcelMediaCommandEnum.Url:
9682 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10939 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9733,15 +10990,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9733 10990
9734 if (quick_pay_buttons.Data.Length < 4) 10991 if (quick_pay_buttons.Data.Length < 4)
9735 { 10992 {
9736 LSLError("List must have at least 4 elements"); 10993 int x;
9737 return; 10994 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10995 {
10996 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10997 }
9738 } 10998 }
9739 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10999 int[] nPrice = new int[5];
9740 11000 nPrice[0] = price;
9741 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 11001 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9742 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 11002 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9743 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 11003 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9744 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 11004 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
11005 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9745 m_host.ParentGroup.HasGroupChanged = true; 11006 m_host.ParentGroup.HasGroupChanged = true;
9746 } 11007 }
9747 11008
@@ -9758,7 +11019,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9758 return new LSL_Vector(); 11019 return new LSL_Vector();
9759 } 11020 }
9760 11021
9761 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 11022// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
11023 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9762 if (presence != null) 11024 if (presence != null)
9763 { 11025 {
9764 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 11026 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9780,7 +11042,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9780 return new LSL_Rotation(); 11042 return new LSL_Rotation();
9781 } 11043 }
9782 11044
9783 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 11045// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
11046 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9784 if (presence != null) 11047 if (presence != null)
9785 { 11048 {
9786 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 11049 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9840,8 +11103,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9840 { 11103 {
9841 m_host.AddScriptLPS(1); 11104 m_host.AddScriptLPS(1);
9842 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 11105 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9843 if (detectedParams == null) return; // only works on the first detected avatar 11106 if (detectedParams == null)
9844 11107 {
11108 if (m_host.ParentGroup.IsAttachment == true)
11109 {
11110 detectedParams = new DetectParams();
11111 detectedParams.Key = m_host.OwnerID;
11112 }
11113 else
11114 {
11115 return;
11116 }
11117 }
11118
9845 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 11119 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9846 if (avatar != null) 11120 if (avatar != null)
9847 { 11121 {
@@ -9849,6 +11123,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9849 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 11123 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9850 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 11124 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9851 } 11125 }
11126
9852 ScriptSleep(1000); 11127 ScriptSleep(1000);
9853 } 11128 }
9854 11129
@@ -9972,12 +11247,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9972 11247
9973 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 11248 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9974 object[] data = rules.Data; 11249 object[] data = rules.Data;
9975 for (int i = 0; i < data.Length; ++i) { 11250 for (int i = 0; i < data.Length; ++i)
11251 {
9976 int type = Convert.ToInt32(data[i++].ToString()); 11252 int type = Convert.ToInt32(data[i++].ToString());
9977 if (i >= data.Length) break; // odd number of entries => ignore the last 11253 if (i >= data.Length) break; // odd number of entries => ignore the last
9978 11254
9979 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 11255 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9980 switch (type) { 11256 switch (type)
11257 {
9981 case ScriptBaseClass.CAMERA_FOCUS: 11258 case ScriptBaseClass.CAMERA_FOCUS:
9982 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 11259 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9983 case ScriptBaseClass.CAMERA_POSITION: 11260 case ScriptBaseClass.CAMERA_POSITION:
@@ -10083,19 +11360,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10083 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 11360 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10084 { 11361 {
10085 m_host.AddScriptLPS(1); 11362 m_host.AddScriptLPS(1);
10086 string ret = String.Empty; 11363
10087 string src1 = llBase64ToString(str1); 11364 if (str1 == String.Empty)
10088 string src2 = llBase64ToString(str2); 11365 return String.Empty;
10089 int c = 0; 11366 if (str2 == String.Empty)
10090 for (int i = 0; i < src1.Length; i++) 11367 return str1;
11368
11369 int len = str2.Length;
11370 if ((len % 4) != 0) // LL is EVIL!!!!
10091 { 11371 {
10092 ret += (char) (src1[i] ^ src2[c]); 11372 while (str2.EndsWith("="))
11373 str2 = str2.Substring(0, str2.Length - 1);
11374
11375 len = str2.Length;
11376 int mod = len % 4;
11377
11378 if (mod == 1)
11379 str2 = str2.Substring(0, str2.Length - 1);
11380 else if (mod == 2)
11381 str2 += "==";
11382 else if (mod == 3)
11383 str2 += "=";
11384 }
10093 11385
10094 c++; 11386 byte[] data1;
10095 if (c >= src2.Length) 11387 byte[] data2;
10096 c = 0; 11388 try
11389 {
11390 data1 = Convert.FromBase64String(str1);
11391 data2 = Convert.FromBase64String(str2);
10097 } 11392 }
10098 return llStringToBase64(ret); 11393 catch (Exception)
11394 {
11395 return new LSL_String(String.Empty);
11396 }
11397
11398 byte[] d2 = new Byte[data1.Length];
11399 int pos = 0;
11400
11401 if (data1.Length <= data2.Length)
11402 {
11403 Array.Copy(data2, 0, d2, 0, data1.Length);
11404 }
11405 else
11406 {
11407 while (pos < data1.Length)
11408 {
11409 len = data1.Length - pos;
11410 if (len > data2.Length)
11411 len = data2.Length;
11412
11413 Array.Copy(data2, 0, d2, pos, len);
11414 pos += len;
11415 }
11416 }
11417
11418 for (pos = 0 ; pos < data1.Length ; pos++ )
11419 data1[pos] ^= d2[pos];
11420
11421 return Convert.ToBase64String(data1);
10099 } 11422 }
10100 11423
10101 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 11424 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10152,12 +11475,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10152 Regex r = new Regex(authregex); 11475 Regex r = new Regex(authregex);
10153 int[] gnums = r.GetGroupNumbers(); 11476 int[] gnums = r.GetGroupNumbers();
10154 Match m = r.Match(url); 11477 Match m = r.Match(url);
10155 if (m.Success) { 11478 if (m.Success)
10156 for (int i = 1; i < gnums.Length; i++) { 11479 {
11480 for (int i = 1; i < gnums.Length; i++)
11481 {
10157 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 11482 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10158 //CaptureCollection cc = g.Captures; 11483 //CaptureCollection cc = g.Captures;
10159 } 11484 }
10160 if (m.Groups.Count == 5) { 11485 if (m.Groups.Count == 5)
11486 {
10161 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 11487 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10162 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 11488 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10163 } 11489 }
@@ -10360,6 +11686,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10360 11686
10361 LSL_List ret = new LSL_List(); 11687 LSL_List ret = new LSL_List();
10362 UUID key = new UUID(); 11688 UUID key = new UUID();
11689
11690
10363 if (UUID.TryParse(id, out key)) 11691 if (UUID.TryParse(id, out key))
10364 { 11692 {
10365 ScenePresence av = World.GetScenePresence(key); 11693 ScenePresence av = World.GetScenePresence(key);
@@ -10377,13 +11705,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10377 ret.Add(new LSL_String("")); 11705 ret.Add(new LSL_String(""));
10378 break; 11706 break;
10379 case ScriptBaseClass.OBJECT_POS: 11707 case ScriptBaseClass.OBJECT_POS:
10380 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11708 Vector3 avpos;
11709
11710 if (av.ParentID != 0 && av.ParentPart != null)
11711 {
11712 avpos = av.OffsetPosition;
11713
11714 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11715 avpos -= sitOffset;
11716
11717 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11718 }
11719 else
11720 avpos = av.AbsolutePosition;
11721
11722 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
10381 break; 11723 break;
10382 case ScriptBaseClass.OBJECT_ROT: 11724 case ScriptBaseClass.OBJECT_ROT:
10383 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11725 Quaternion avrot = av.Rotation;
11726 if (av.ParentID != 0 && av.ParentPart != null)
11727 {
11728 avrot = av.ParentPart.GetWorldRotation() * avrot;
11729 }
11730 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
10384 break; 11731 break;
10385 case ScriptBaseClass.OBJECT_VELOCITY: 11732 case ScriptBaseClass.OBJECT_VELOCITY:
10386 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11733 Vector3 avvel = av.Velocity;
11734 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
10387 break; 11735 break;
10388 case ScriptBaseClass.OBJECT_OWNER: 11736 case ScriptBaseClass.OBJECT_OWNER:
10389 ret.Add(new LSL_String(id)); 11737 ret.Add(new LSL_String(id));
@@ -10439,17 +11787,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10439 case ScriptBaseClass.OBJECT_NAME: 11787 case ScriptBaseClass.OBJECT_NAME:
10440 ret.Add(new LSL_String(obj.Name)); 11788 ret.Add(new LSL_String(obj.Name));
10441 break; 11789 break;
10442 case ScriptBaseClass.OBJECT_DESC: 11790 case ScriptBaseClass.OBJECT_DESC:
10443 ret.Add(new LSL_String(obj.Description)); 11791 ret.Add(new LSL_String(obj.Description));
10444 break; 11792 break;
10445 case ScriptBaseClass.OBJECT_POS: 11793 case ScriptBaseClass.OBJECT_POS:
10446 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11794 Vector3 opos = obj.AbsolutePosition;
11795 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
10447 break; 11796 break;
10448 case ScriptBaseClass.OBJECT_ROT: 11797 case ScriptBaseClass.OBJECT_ROT:
10449 ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W)); 11798// Quaternion orot = obj.RotationOffset;
11799// ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W));
11800
11801 LSL_Rotation objrot = GetPartRot(obj);
11802 ret.Add(objrot);
10450 break; 11803 break;
10451 case ScriptBaseClass.OBJECT_VELOCITY: 11804 case ScriptBaseClass.OBJECT_VELOCITY:
10452 ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); 11805 Vector3 ovel = obj.Velocity;
11806 ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
10453 break; 11807 break;
10454 case ScriptBaseClass.OBJECT_OWNER: 11808 case ScriptBaseClass.OBJECT_OWNER:
10455 ret.Add(new LSL_String(obj.OwnerID.ToString())); 11809 ret.Add(new LSL_String(obj.OwnerID.ToString()));
@@ -10483,9 +11837,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10483 // The value returned in SL for normal prims is prim count 11837 // The value returned in SL for normal prims is prim count
10484 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11838 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
10485 break; 11839 break;
10486 // The following 3 costs I have intentionaly coded to return zero. They are part of 11840
10487 // "Land Impact" calculations. These calculations are probably not applicable 11841 // costs below may need to be diferent for root parts, need to check
10488 // to OpenSim and are not yet complete in SL
10489 case ScriptBaseClass.OBJECT_SERVER_COST: 11842 case ScriptBaseClass.OBJECT_SERVER_COST:
10490 // The linden calculation is here 11843 // The linden calculation is here
10491 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11844 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -10493,16 +11846,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10493 ret.Add(new LSL_Float(0)); 11846 ret.Add(new LSL_Float(0));
10494 break; 11847 break;
10495 case ScriptBaseClass.OBJECT_STREAMING_COST: 11848 case ScriptBaseClass.OBJECT_STREAMING_COST:
10496 // The linden calculation is here 11849 // The value returned in SL for normal prims is prim count * 0.06
10497 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11850 ret.Add(new LSL_Float(obj.StreamingCost));
10498 // The value returned in SL for normal prims looks like the prim count * 0.06
10499 ret.Add(new LSL_Float(0));
10500 break; 11851 break;
10501 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11852 case ScriptBaseClass.OBJECT_PHYSICS_COST:
10502 // The linden calculation is here 11853 // The value returned in SL for normal prims is prim count
10503 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11854 ret.Add(new LSL_Float(obj.PhysicsCost));
10504 // The value returned in SL for normal prims looks like the prim count
10505 ret.Add(new LSL_Float(0));
10506 break; 11855 break;
10507 default: 11856 default:
10508 // Invalid or unhandled constant. 11857 // Invalid or unhandled constant.
@@ -10691,15 +12040,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10691 return GetLinkPrimitiveParams(obj, rules); 12040 return GetLinkPrimitiveParams(obj, rules);
10692 } 12041 }
10693 12042
10694 public void print(string str) 12043 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10695 { 12044 {
10696 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 12045 List<SceneObjectPart> parts = GetLinkParts(link);
10697 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 12046 if (parts.Count < 1)
10698 if (ossl != null) 12047 return 0;
10699 { 12048
10700 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 12049 return GetNumberOfSides(parts[0]);
10701 m_log.Info("LSL print():" + str);
10702 }
10703 } 12050 }
10704 12051
10705 private string Name2Username(string name) 12052 private string Name2Username(string name)
@@ -10744,7 +12091,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10744 12091
10745 return rq.ToString(); 12092 return rq.ToString();
10746 } 12093 }
10747 12094/*
12095 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
12096 {
12097 m_SayShoutCount = 0;
12098 }
12099*/
10748 private struct Tri 12100 private struct Tri
10749 { 12101 {
10750 public Vector3 p1; 12102 public Vector3 p1;
@@ -10884,9 +12236,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10884 12236
10885 ContactResult result = new ContactResult (); 12237 ContactResult result = new ContactResult ();
10886 result.ConsumerID = group.LocalId; 12238 result.ConsumerID = group.LocalId;
10887 result.Depth = intersection.distance; 12239// result.Depth = intersection.distance;
10888 result.Normal = intersection.normal; 12240 result.Normal = intersection.normal;
10889 result.Pos = intersection.ipoint; 12241 result.Pos = intersection.ipoint;
12242 result.Depth = Vector3.Mag(rayStart - result.Pos);
10890 12243
10891 contacts.Add(result); 12244 contacts.Add(result);
10892 }); 12245 });
@@ -11019,6 +12372,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11019 12372
11020 return contacts[0]; 12373 return contacts[0];
11021 } 12374 }
12375/*
12376 // not done:
12377 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
12378 {
12379 ContactResult[] contacts = null;
12380 World.ForEachSOG(delegate(SceneObjectGroup group)
12381 {
12382 if (m_host.ParentGroup == group)
12383 return;
12384
12385 if (group.IsAttachment)
12386 return;
12387
12388 if(group.RootPart.PhysActor != null)
12389 return;
12390
12391 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
12392 });
12393 return contacts;
12394 }
12395*/
11022 12396
11023 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 12397 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
11024 { 12398 {
@@ -11060,32 +12434,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11060 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 12434 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
11061 12435
11062 12436
11063 if (checkTerrain) 12437 if (World.SuportsRayCastFiltered())
11064 { 12438 {
11065 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 12439 if (dist == 0)
11066 if (groundContact != null) 12440 return list;
11067 results.Add((ContactResult)groundContact);
11068 }
11069 12441
11070 if (checkAgents) 12442 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11071 { 12443 if (checkTerrain)
11072 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 12444 rayfilter |= RayFilterFlags.land;
11073 foreach (ContactResult r in agentHits) 12445// if (checkAgents)
11074 results.Add(r); 12446// rayfilter |= RayFilterFlags.agent;
11075 } 12447 if (checkPhysical)
12448 rayfilter |= RayFilterFlags.physical;
12449 if (checkNonPhysical)
12450 rayfilter |= RayFilterFlags.nonphysical;
12451 if (detectPhantom)
12452 rayfilter |= RayFilterFlags.LSLPhanton;
12453
12454 Vector3 direction = dir * ( 1/dist);
12455
12456 if(rayfilter == 0)
12457 {
12458 list.Add(new LSL_Integer(0));
12459 return list;
12460 }
12461
12462 // get some more contacts to sort ???
12463 int physcount = 4 * count;
12464 if (physcount > 20)
12465 physcount = 20;
12466
12467 object physresults;
12468 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11076 12469
11077 if (checkPhysical || checkNonPhysical || detectPhantom) 12470 if (physresults == null)
12471 {
12472 list.Add(new LSL_Integer(-3)); // timeout error
12473 return list;
12474 }
12475
12476 results = (List<ContactResult>)physresults;
12477
12478 // for now physics doesn't detect sitted avatars so do it outside physics
12479 if (checkAgents)
12480 {
12481 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12482 foreach (ContactResult r in agentHits)
12483 results.Add(r);
12484 }
12485
12486 // TODO: Replace this with a better solution. ObjectIntersection can only
12487 // detect nonphysical phantoms. They are detected by virtue of being
12488 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12489 // physicsl phantoms as done by the physics scene
12490 // We don't want anything else but phantoms here.
12491 if (detectPhantom)
12492 {
12493 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12494 foreach (ContactResult r in objectHits)
12495 results.Add(r);
12496 }
12497 }
12498 else
11078 { 12499 {
11079 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12500 if (checkTerrain)
11080 foreach (ContactResult r in objectHits) 12501 {
11081 results.Add(r); 12502 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
12503 if (groundContact != null)
12504 results.Add((ContactResult)groundContact);
12505 }
12506
12507 if (checkAgents)
12508 {
12509 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12510 foreach (ContactResult r in agentHits)
12511 results.Add(r);
12512 }
12513
12514 if (checkPhysical || checkNonPhysical || detectPhantom)
12515 {
12516 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12517 foreach (ContactResult r in objectHits)
12518 results.Add(r);
12519 }
11082 } 12520 }
11083 12521
11084 results.Sort(delegate(ContactResult a, ContactResult b) 12522 results.Sort(delegate(ContactResult a, ContactResult b)
11085 { 12523 {
11086 return a.Depth.CompareTo(b.Depth); 12524 return a.Depth.CompareTo(b.Depth);
11087 }); 12525 });
11088 12526
11089 int values = 0; 12527 int values = 0;
11090 SceneObjectGroup thisgrp = m_host.ParentGroup; 12528 SceneObjectGroup thisgrp = m_host.ParentGroup;
11091 12529
@@ -11178,7 +12616,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11178 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12616 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
11179 if (!isAccount) return 0; 12617 if (!isAccount) return 0;
11180 if (estate.HasAccess(id)) return 1; 12618 if (estate.HasAccess(id)) return 1;
11181 if (estate.IsBanned(id)) 12619 if (estate.IsBanned(id, World.GetUserFlags(id)))
11182 estate.RemoveBan(id); 12620 estate.RemoveBan(id);
11183 estate.AddEstateUser(id); 12621 estate.AddEstateUser(id);
11184 break; 12622 break;
@@ -11197,14 +12635,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11197 break; 12635 break;
11198 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12636 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
11199 if (!isAccount) return 0; 12637 if (!isAccount) return 0;
11200 if (estate.IsBanned(id)) return 1; 12638 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
11201 EstateBan ban = new EstateBan(); 12639 EstateBan ban = new EstateBan();
11202 ban.EstateID = estate.EstateID; 12640 ban.EstateID = estate.EstateID;
11203 ban.BannedUserID = id; 12641 ban.BannedUserID = id;
11204 estate.AddBan(ban); 12642 estate.AddBan(ban);
11205 break; 12643 break;
11206 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12644 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
11207 if (!isAccount || !estate.IsBanned(id)) return 0; 12645 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
11208 estate.RemoveBan(id); 12646 estate.RemoveBan(id);
11209 break; 12647 break;
11210 default: return 0; 12648 default: return 0;
@@ -11233,7 +12671,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11233 return 16384; 12671 return 16384;
11234 } 12672 }
11235 12673
11236 public LSL_Integer llGetUsedMemory() 12674 public virtual LSL_Integer llGetUsedMemory()
11237 { 12675 {
11238 m_host.AddScriptLPS(1); 12676 m_host.AddScriptLPS(1);
11239 // The value returned for LSO scripts in SL 12677 // The value returned for LSO scripts in SL
@@ -11261,7 +12699,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11261 public void llSetSoundQueueing(int queue) 12699 public void llSetSoundQueueing(int queue)
11262 { 12700 {
11263 m_host.AddScriptLPS(1); 12701 m_host.AddScriptLPS(1);
11264 NotImplemented("llSetSoundQueueing");
11265 } 12702 }
11266 12703
11267 public void llCollisionSprite(string impact_sprite) 12704 public void llCollisionSprite(string impact_sprite)
@@ -11273,10 +12710,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11273 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12710 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11274 { 12711 {
11275 m_host.AddScriptLPS(1); 12712 m_host.AddScriptLPS(1);
11276 NotImplemented("llGodLikeRezObject"); 12713
12714 if (!World.Permissions.IsGod(m_host.OwnerID))
12715 NotImplemented("llGodLikeRezObject");
12716
12717 AssetBase rezAsset = World.AssetService.Get(inventory);
12718 if (rezAsset == null)
12719 {
12720 llSay(0, "Asset not found");
12721 return;
12722 }
12723
12724 SceneObjectGroup group = null;
12725
12726 try
12727 {
12728 string xmlData = Utils.BytesToString(rezAsset.Data);
12729 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12730 }
12731 catch
12732 {
12733 llSay(0, "Asset not found");
12734 return;
12735 }
12736
12737 if (group == null)
12738 {
12739 llSay(0, "Asset not found");
12740 return;
12741 }
12742
12743 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12744 group.RootPart.AttachOffset = group.AbsolutePosition;
12745
12746 group.ResetIDs();
12747
12748 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12749 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12750 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12751 group.ScheduleGroupForFullUpdate();
12752
12753 // objects rezzed with this method are die_at_edge by default.
12754 group.RootPart.SetDieAtEdge(true);
12755
12756 group.ResumeScripts();
12757
12758 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12759 "object_rez", new Object[] {
12760 new LSL_String(
12761 group.RootPart.UUID.ToString()) },
12762 new DetectParams[0]));
12763 }
12764
12765 public LSL_String llTransferLindenDollars(string destination, int amount)
12766 {
12767 UUID txn = UUID.Random();
12768
12769 Util.FireAndForget(delegate(object x)
12770 {
12771 int replycode = 0;
12772 string replydata = destination + "," + amount.ToString();
12773
12774 try
12775 {
12776 TaskInventoryItem item = m_item;
12777 if (item == null)
12778 {
12779 replydata = "SERVICE_ERROR";
12780 return;
12781 }
12782
12783 m_host.AddScriptLPS(1);
12784
12785 if (item.PermsGranter == UUID.Zero)
12786 {
12787 replydata = "MISSING_PERMISSION_DEBIT";
12788 return;
12789 }
12790
12791 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12792 {
12793 replydata = "MISSING_PERMISSION_DEBIT";
12794 return;
12795 }
12796
12797 UUID toID = new UUID();
12798
12799 if (!UUID.TryParse(destination, out toID))
12800 {
12801 replydata = "INVALID_AGENT";
12802 return;
12803 }
12804
12805 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12806
12807 if (money == null)
12808 {
12809 replydata = "TRANSFERS_DISABLED";
12810 return;
12811 }
12812
12813 bool result = money.ObjectGiveMoney(
12814 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12815
12816 if (result)
12817 {
12818 replycode = 1;
12819 return;
12820 }
12821
12822 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12823 }
12824 finally
12825 {
12826 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12827 "transaction_result", new Object[] {
12828 new LSL_String(txn.ToString()),
12829 new LSL_Integer(replycode),
12830 new LSL_String(replydata) },
12831 new DetectParams[0]));
12832 }
12833 });
12834
12835 return txn.ToString();
11277 } 12836 }
11278 12837
11279 #endregion 12838 #endregion
12839
12840 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12841 {
12842 SceneObjectGroup group = m_host.ParentGroup;
12843
12844 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12845 return;
12846 if (group.IsAttachment)
12847 return;
12848
12849 if (frames.Data.Length > 0) // We are getting a new motion
12850 {
12851 if (group.RootPart.KeyframeMotion != null)
12852 group.RootPart.KeyframeMotion.Stop();
12853 group.RootPart.KeyframeMotion = null;
12854
12855 int idx = 0;
12856
12857 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12858 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12859
12860 while (idx < options.Data.Length)
12861 {
12862 int option = (int)options.GetLSLIntegerItem(idx++);
12863 int remain = options.Data.Length - idx;
12864
12865 switch (option)
12866 {
12867 case ScriptBaseClass.KFM_MODE:
12868 if (remain < 1)
12869 break;
12870 int modeval = (int)options.GetLSLIntegerItem(idx++);
12871 switch(modeval)
12872 {
12873 case ScriptBaseClass.KFM_FORWARD:
12874 mode = KeyframeMotion.PlayMode.Forward;
12875 break;
12876 case ScriptBaseClass.KFM_REVERSE:
12877 mode = KeyframeMotion.PlayMode.Reverse;
12878 break;
12879 case ScriptBaseClass.KFM_LOOP:
12880 mode = KeyframeMotion.PlayMode.Loop;
12881 break;
12882 case ScriptBaseClass.KFM_PING_PONG:
12883 mode = KeyframeMotion.PlayMode.PingPong;
12884 break;
12885 }
12886 break;
12887 case ScriptBaseClass.KFM_DATA:
12888 if (remain < 1)
12889 break;
12890 int dataval = (int)options.GetLSLIntegerItem(idx++);
12891 data = (KeyframeMotion.DataFormat)dataval;
12892 break;
12893 }
12894 }
12895
12896 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12897
12898 idx = 0;
12899
12900 int elemLength = 2;
12901 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12902 elemLength = 3;
12903
12904 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12905 while (idx < frames.Data.Length)
12906 {
12907 int remain = frames.Data.Length - idx;
12908
12909 if (remain < elemLength)
12910 break;
12911
12912 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12913 frame.Position = null;
12914 frame.Rotation = null;
12915
12916 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12917 {
12918 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12919 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12920 }
12921 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12922 {
12923 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12924 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12925 }
12926
12927 float tempf = (float)frames.GetLSLFloatItem(idx++);
12928 frame.TimeMS = (int)(tempf * 1000.0f);
12929
12930 keyframes.Add(frame);
12931 }
12932
12933 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12934 group.RootPart.KeyframeMotion.Start();
12935 }
12936 else
12937 {
12938 if (group.RootPart.KeyframeMotion == null)
12939 return;
12940
12941 if (options.Data.Length == 0)
12942 {
12943 group.RootPart.KeyframeMotion.Stop();
12944 return;
12945 }
12946
12947 int code = (int)options.GetLSLIntegerItem(0);
12948
12949 int idx = 0;
12950
12951 while (idx < options.Data.Length)
12952 {
12953 int option = (int)options.GetLSLIntegerItem(idx++);
12954 int remain = options.Data.Length - idx;
12955
12956 switch (option)
12957 {
12958 case ScriptBaseClass.KFM_COMMAND:
12959 int cmd = (int)options.GetLSLIntegerItem(idx++);
12960 switch (cmd)
12961 {
12962 case ScriptBaseClass.KFM_CMD_PLAY:
12963 group.RootPart.KeyframeMotion.Start();
12964 break;
12965 case ScriptBaseClass.KFM_CMD_STOP:
12966 group.RootPart.KeyframeMotion.Stop();
12967 break;
12968 case ScriptBaseClass.KFM_CMD_PAUSE:
12969 group.RootPart.KeyframeMotion.Pause();
12970 break;
12971 }
12972 break;
12973 }
12974 }
12975 }
12976 }
11280 } 12977 }
11281 12978
11282 public class NotecardCache 12979 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 4137397..29d0342 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_ScriptEngine = ScriptEngine; 146 m_ScriptEngine = ScriptEngine;
146 m_host = host; 147 m_host = host;
147 m_item = item; 148 m_item = item;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -916,18 +925,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
916 if (target != null) 925 if (target != null)
917 { 926 {
918 UUID animID=UUID.Zero; 927 UUID animID=UUID.Zero;
919 lock (m_host.TaskInventory) 928 m_host.TaskInventory.LockItemsForRead(true);
929 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
920 { 930 {
921 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 931 if (inv.Value.Name == animation)
922 { 932 {
923 if (inv.Value.Name == animation) 933 if (inv.Value.Type == (int)AssetType.Animation)
924 { 934 animID = inv.Value.AssetID;
925 if (inv.Value.Type == (int)AssetType.Animation) 935 continue;
926 animID = inv.Value.AssetID;
927 continue;
928 }
929 } 936 }
930 } 937 }
938 m_host.TaskInventory.LockItemsForRead(false);
931 if (animID == UUID.Zero) 939 if (animID == UUID.Zero)
932 target.Animator.AddAnimation(animation, m_host.UUID); 940 target.Animator.AddAnimation(animation, m_host.UUID);
933 else 941 else
@@ -968,6 +976,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
968 else 976 else
969 animID = UUID.Zero; 977 animID = UUID.Zero;
970 } 978 }
979 m_host.TaskInventory.LockItemsForRead(false);
971 980
972 if (animID == UUID.Zero) 981 if (animID == UUID.Zero)
973 target.Animator.RemoveAnimation(animation); 982 target.Animator.RemoveAnimation(animation);
@@ -1801,6 +1810,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1801 1810
1802 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1811 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1803 { 1812 {
1813 m_host.TaskInventory.LockItemsForRead(true);
1804 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1814 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1805 { 1815 {
1806 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1816 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1808,6 +1818,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1808 assetID = item.AssetID; 1818 assetID = item.AssetID;
1809 } 1819 }
1810 } 1820 }
1821 m_host.TaskInventory.LockItemsForRead(false);
1811 } 1822 }
1812 1823
1813 if (assetID == UUID.Zero) 1824 if (assetID == UUID.Zero)
@@ -2279,7 +2290,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2279 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2290 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2280 m_host.AddScriptLPS(1); 2291 m_host.AddScriptLPS(1);
2281 2292
2282 return NpcCreate(firstname, lastname, position, notecard, false, false); 2293 return NpcCreate(firstname, lastname, position, notecard, true, false);
2283 } 2294 }
2284 2295
2285 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2296 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2290,24 +2301,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2290 return NpcCreate( 2301 return NpcCreate(
2291 firstname, lastname, position, notecard, 2302 firstname, lastname, position, notecard,
2292 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2303 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2293 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2304 false);
2305// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2294 } 2306 }
2295 2307
2296 private LSL_Key NpcCreate( 2308 private LSL_Key NpcCreate(
2297 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2309 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2298 { 2310 {
2311 if (!owned)
2312 OSSLError("Unowned NPCs are unsupported");
2313
2314 string groupTitle = String.Empty;
2315
2316 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2317 return new LSL_Key(UUID.Zero.ToString());
2318
2319 if (firstname != String.Empty || lastname != String.Empty)
2320 {
2321 if (firstname != "Shown outfit:")
2322 groupTitle = "- NPC -";
2323 }
2324
2299 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2325 INPCModule module = World.RequestModuleInterface<INPCModule>();
2300 if (module != null) 2326 if (module != null)
2301 { 2327 {
2302 AvatarAppearance appearance = null; 2328 AvatarAppearance appearance = null;
2303 2329
2304 UUID id; 2330// UUID id;
2305 if (UUID.TryParse(notecard, out id)) 2331// if (UUID.TryParse(notecard, out id))
2306 { 2332// {
2307 ScenePresence clonePresence = World.GetScenePresence(id); 2333// ScenePresence clonePresence = World.GetScenePresence(id);
2308 if (clonePresence != null) 2334// if (clonePresence != null)
2309 appearance = clonePresence.Appearance; 2335// appearance = clonePresence.Appearance;
2310 } 2336// }
2311 2337
2312 if (appearance == null) 2338 if (appearance == null)
2313 { 2339 {
@@ -2335,6 +2361,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2335 World, 2361 World,
2336 appearance); 2362 appearance);
2337 2363
2364 ScenePresence sp;
2365 if (World.TryGetScenePresence(x, out sp))
2366 {
2367 sp.Grouptitle = groupTitle;
2368 sp.SendAvatarDataToAllAgents();
2369 }
2338 return new LSL_Key(x.ToString()); 2370 return new LSL_Key(x.ToString());
2339 } 2371 }
2340 2372
@@ -2626,16 +2658,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2626 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2658 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2627 m_host.AddScriptLPS(1); 2659 m_host.AddScriptLPS(1);
2628 2660
2629 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2661 ManualResetEvent ev = new ManualResetEvent(false);
2630 if (module != null)
2631 {
2632 UUID npcId = new UUID(npc.m_string);
2633 2662
2634 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2663 Util.FireAndForget(delegate(object x) {
2635 return; 2664 try
2665 {
2666 INPCModule module = World.RequestModuleInterface<INPCModule>();
2667 if (module != null)
2668 {
2669 UUID npcId = new UUID(npc.m_string);
2636 2670
2637 module.DeleteNPC(npcId, World); 2671 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2638 } 2672 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2673 {
2674 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2675 return;
2676 }
2677
2678 module.DeleteNPC(npcId, World);
2679 }
2680 }
2681 finally
2682 {
2683 ev.Set();
2684 }
2685 });
2686 ev.WaitOne();
2639 } 2687 }
2640 2688
2641 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2689 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3275,4 +3323,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3275 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3323 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3276 } 3324 }
3277 } 3325 }
3278} \ No newline at end of file 3326}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3844753..19f3ce1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -319,7 +319,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
319 float dy; 319 float dy;
320 float dz; 320 float dz;
321 321
322 Quaternion q = SensePoint.GetWorldRotation(); 322// Quaternion q = SensePoint.RotationOffset;
323 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
323 if (SensePoint.ParentGroup.IsAttachment) 324 if (SensePoint.ParentGroup.IsAttachment)
324 { 325 {
325 // In attachments, rotate the sensor cone with the 326 // In attachments, rotate the sensor cone with the
@@ -333,7 +334,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
333 // Position of a sensor in a child prim attached to an avatar 334 // Position of a sensor in a child prim attached to an avatar
334 // will be still wrong. 335 // will be still wrong.
335 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 336 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
336 q = avatar.Rotation * q; 337 fromRegionPos = avatar.AbsolutePosition;
338 q = avatar.Rotation;
337 } 339 }
338 340
339 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 341 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -463,7 +465,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
463 // Position of a sensor in a child prim attached to an avatar 465 // Position of a sensor in a child prim attached to an avatar
464 // will be still wrong. 466 // will be still wrong.
465 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 467 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
466 q = avatar.Rotation * q; 468 if (avatar == null)
469 return sensedEntities;
470 fromRegionPos = avatar.AbsolutePosition;
471 q = avatar.Rotation;
467 } 472 }
468 473
469 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 474 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 3fb463b..af35258 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -330,6 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
330 void llSensorRemove(); 332 void llSensorRemove();
331 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate); 333 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate);
332 void llSetAlpha(double alpha, int face); 334 void llSetAlpha(double alpha, int face);
335 void llSetAngularVelocity(LSL_Vector angvelocity, int local);
333 void llSetBuoyancy(double buoyancy); 336 void llSetBuoyancy(double buoyancy);
334 void llSetCameraAtOffset(LSL_Vector offset); 337 void llSetCameraAtOffset(LSL_Vector offset);
335 void llSetCameraEyeOffset(LSL_Vector offset); 338 void llSetCameraEyeOffset(LSL_Vector offset);
@@ -355,11 +358,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
355 void llSetParcelMusicURL(string url); 358 void llSetParcelMusicURL(string url);
356 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 359 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
357 void llSetPos(LSL_Vector pos); 360 void llSetPos(LSL_Vector pos);
361 LSL_Integer llSetRegionPos(LSL_Vector pos);
358 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 362 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
359 void llSetPrimitiveParams(LSL_List rules); 363 void llSetPrimitiveParams(LSL_List rules);
360 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 364 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
361 void llSetPrimURL(string url); 365 void llSetPrimURL(string url);
362 LSL_Integer llSetRegionPos(LSL_Vector pos);
363 void llSetRemoteScriptAccessPin(int pin); 366 void llSetRemoteScriptAccessPin(int pin);
364 void llSetRot(LSL_Rotation rot); 367 void llSetRot(LSL_Rotation rot);
365 void llSetScale(LSL_Vector scale); 368 void llSetScale(LSL_Vector scale);
@@ -379,6 +382,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
379 void llSetVehicleRotationParam(int param, LSL_Rotation rot); 382 void llSetVehicleRotationParam(int param, LSL_Rotation rot);
380 void llSetVehicleType(int type); 383 void llSetVehicleType(int type);
381 void llSetVehicleVectorParam(int param, LSL_Vector vec); 384 void llSetVehicleVectorParam(int param, LSL_Vector vec);
385 void llSetVelocity(LSL_Vector velocity, int local);
382 void llShout(int channelID, string text); 386 void llShout(int channelID, string text);
383 LSL_Float llSin(double f); 387 LSL_Float llSin(double f);
384 void llSitTarget(LSL_Vector offset, LSL_Rotation rot); 388 void llSitTarget(LSL_Vector offset, LSL_Rotation rot);
@@ -422,9 +426,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
422 LSL_Vector llWind(LSL_Vector offset); 426 LSL_Vector llWind(LSL_Vector offset);
423 LSL_String llXorBase64Strings(string str1, string str2); 427 LSL_String llXorBase64Strings(string str1, string str2);
424 LSL_String llXorBase64StringsCorrect(string str1, string str2); 428 LSL_String llXorBase64StringsCorrect(string str1, string str2);
425 void print(string str); 429 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
430 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
426 431
427 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 432 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
428 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 433 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
434 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
429 } 435 }
430} 436}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index b5416c8..1facc96 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index b6c21e6..a08cc42 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -94,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
94 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
95 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
96 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
97 98
98 //Particle Systems 99 //Particle Systems
99 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -282,6 +283,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 283 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 284 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 285 public const int CHANGED_ANIMATION = 16384;
286 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 287 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 288 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 289 public const int TYPE_FLOAT = 2;
@@ -586,6 +588,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
586 public const int PRIM_MEDIA_PERM_OWNER = 1; 588 public const int PRIM_MEDIA_PERM_OWNER = 1;
587 public const int PRIM_MEDIA_PERM_GROUP = 2; 589 public const int PRIM_MEDIA_PERM_GROUP = 2;
588 public const int PRIM_MEDIA_PERM_ANYONE = 4; 590 public const int PRIM_MEDIA_PERM_ANYONE = 4;
591
592 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
593 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
594 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
595 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
596
597 public const int PRIM_PHYSICS_MATERIAL = 31;
598 public const int DENSITY = 1;
599 public const int FRICTION = 2;
600 public const int RESTITUTION = 4;
601 public const int GRAVITY_MULTIPLIER = 8;
589 602
590 // extra constants for llSetPrimMediaParams 603 // extra constants for llSetPrimMediaParams
591 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 604 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -658,6 +671,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
658 671
659 public static readonly LSLInteger RCERR_UNKNOWN = -1; 672 public static readonly LSLInteger RCERR_UNKNOWN = -1;
660 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 673 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
661 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 674 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = -3;
675
676 public const int KFM_MODE = 1;
677 public const int KFM_LOOP = 1;
678 public const int KFM_REVERSE = 3;
679 public const int KFM_FORWARD = 0;
680 public const int KFM_PING_PONG = 2;
681 public const int KFM_DATA = 2;
682 public const int KFM_TRANSLATION = 2;
683 public const int KFM_ROTATION = 1;
684 public const int KFM_COMMAND = 0;
685 public const int KFM_CMD_PLAY = 0;
686 public const int KFM_CMD_STOP = 1;
687 public const int KFM_CMD_PAUSE = 2;
662 } 688 }
663} 689}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index c457880..89b6eff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -474,6 +476,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 476 return m_LSL_Functions.llGetFreeMemory();
475 } 477 }
476 478
479 public LSL_Integer llGetUsedMemory()
480 {
481 return m_LSL_Functions.llGetUsedMemory();
482 }
483
477 public LSL_Integer llGetFreeURLs() 484 public LSL_Integer llGetFreeURLs()
478 { 485 {
479 return m_LSL_Functions.llGetFreeURLs(); 486 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +586,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 586 return m_LSL_Functions.llGetMass();
580 } 587 }
581 588
589 public LSL_Float llGetMassMKS()
590 {
591 return m_LSL_Functions.llGetMassMKS();
592 }
593
582 public LSL_Integer llGetMemoryLimit() 594 public LSL_Integer llGetMemoryLimit()
583 { 595 {
584 return m_LSL_Functions.llGetMemoryLimit(); 596 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +856,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 856 return m_LSL_Functions.llGetUnixTime();
845 } 857 }
846 858
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 859 public LSL_Vector llGetVel()
853 { 860 {
854 return m_LSL_Functions.llGetVel(); 861 return m_LSL_Functions.llGetVel();
@@ -874,6 +881,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 881 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 882 }
876 883
884 public LSL_String llTransferLindenDollars(string destination, int amount)
885 {
886 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
887 }
888
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 889 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 890 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 891 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1483,6 +1495,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1483 m_LSL_Functions.llSetAlpha(alpha, face); 1495 m_LSL_Functions.llSetAlpha(alpha, face);
1484 } 1496 }
1485 1497
1498 public void llSetAngularVelocity(LSL_Vector angvelocity, int local)
1499 {
1500 m_LSL_Functions.llSetAngularVelocity(angvelocity, local);
1501 }
1502
1486 public void llSetBuoyancy(double buoyancy) 1503 public void llSetBuoyancy(double buoyancy)
1487 { 1504 {
1488 m_LSL_Functions.llSetBuoyancy(buoyancy); 1505 m_LSL_Functions.llSetBuoyancy(buoyancy);
@@ -1603,6 +1620,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1603 m_LSL_Functions.llSetPos(pos); 1620 m_LSL_Functions.llSetPos(pos);
1604 } 1621 }
1605 1622
1623 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1624 {
1625 return m_LSL_Functions.llSetRegionPos(pos);
1626 }
1627
1606 public void llSetPrimitiveParams(LSL_List rules) 1628 public void llSetPrimitiveParams(LSL_List rules)
1607 { 1629 {
1608 m_LSL_Functions.llSetPrimitiveParams(rules); 1630 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1618,11 +1640,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1618 m_LSL_Functions.llSetPrimURL(url); 1640 m_LSL_Functions.llSetPrimURL(url);
1619 } 1641 }
1620 1642
1621 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1622 {
1623 return m_LSL_Functions.llSetRegionPos(pos);
1624 }
1625
1626 public void llSetRemoteScriptAccessPin(int pin) 1643 public void llSetRemoteScriptAccessPin(int pin)
1627 { 1644 {
1628 m_LSL_Functions.llSetRemoteScriptAccessPin(pin); 1645 m_LSL_Functions.llSetRemoteScriptAccessPin(pin);
@@ -1718,6 +1735,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1718 m_LSL_Functions.llSetVehicleVectorParam(param, vec); 1735 m_LSL_Functions.llSetVehicleVectorParam(param, vec);
1719 } 1736 }
1720 1737
1738 public void llSetVelocity(LSL_Vector velocity, int local)
1739 {
1740 m_LSL_Functions.llSetVelocity(velocity, local);
1741 }
1742
1721 public void llShout(int channelID, string text) 1743 public void llShout(int channelID, string text)
1722 { 1744 {
1723 m_LSL_Functions.llShout(channelID, text); 1745 m_LSL_Functions.llShout(channelID, text);
@@ -1968,9 +1990,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1968 return m_LSL_Functions.llClearLinkMedia(link, face); 1990 return m_LSL_Functions.llClearLinkMedia(link, face);
1969 } 1991 }
1970 1992
1971 public void print(string str) 1993 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1994 {
1995 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1996 }
1997
1998 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1999 {
2000 m_LSL_Functions.llSetKeyframedMotion(frames, options);
2001 }
2002
2003 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1972 { 2004 {
1973 m_LSL_Functions.print(str); 2005 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1974 } 2006 }
1975 } 2007 }
1976} 2008}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..5c9d30f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
@@ -189,6 +197,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
189 presence.Velocity.Z); 197 presence.Velocity.Z);
190 198
191 Type = 0x01; // Avatar 199 Type = 0x01; // Avatar
200 if (presence.PresenceType == PresenceType.Npc)
201 Type = 0x20;
192 if (presence.Velocity != Vector3.Zero) 202 if (presence.Velocity != Vector3.Zero)
193 Type |= 0x02; // Active 203 Type |= 0x02; // Active
194 204
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 5793cc9..771db0c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -30,6 +30,7 @@ using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Globalization; 31using System.Globalization;
32using System.IO; 32using System.IO;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Reflection; 34using System.Reflection;
34using System.Runtime.Remoting; 35using System.Runtime.Remoting;
35using System.Runtime.Remoting.Lifetime; 36using System.Runtime.Remoting.Lifetime;
@@ -219,13 +220,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
219 220
220 if (part != null) 221 if (part != null)
221 { 222 {
222 lock (part.TaskInventory) 223 part.TaskInventory.LockItemsForRead(true);
224 if (part.TaskInventory.ContainsKey(ItemID))
223 { 225 {
224 if (part.TaskInventory.ContainsKey(ItemID)) 226 ScriptTask = part.TaskInventory[ItemID];
225 {
226 ScriptTask = part.TaskInventory[ItemID];
227 }
228 } 227 }
228 part.TaskInventory.LockItemsForRead(false);
229 } 229 }
230 230
231 ApiManager am = new ApiManager(); 231 ApiManager am = new ApiManager();
@@ -417,14 +417,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
417 { 417 {
418 int permsMask; 418 int permsMask;
419 UUID permsGranter; 419 UUID permsGranter;
420 lock (part.TaskInventory) 420 part.TaskInventory.LockItemsForRead(true);
421 if (!part.TaskInventory.ContainsKey(ItemID))
421 { 422 {
422 if (!part.TaskInventory.ContainsKey(ItemID)) 423 part.TaskInventory.LockItemsForRead(false);
423 return; 424 return;
424
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 } 425 }
426 permsGranter = part.TaskInventory[ItemID].PermsGranter;
427 permsMask = part.TaskInventory[ItemID].PermsMask;
428 part.TaskInventory.LockItemsForRead(false);
428 429
429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 430 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
430 { 431 {
@@ -552,6 +553,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
552 return true; 553 return true;
553 } 554 }
554 555
556 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
555 public void SetState(string state) 557 public void SetState(string state)
556 { 558 {
557 if (state == State) 559 if (state == State)
@@ -563,7 +565,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
563 new DetectParams[0])); 565 new DetectParams[0]));
564 PostEvent(new EventParams("state_entry", new Object[0], 566 PostEvent(new EventParams("state_entry", new Object[0],
565 new DetectParams[0])); 567 new DetectParams[0]));
566 568
567 throw new EventAbortException(); 569 throw new EventAbortException();
568 } 570 }
569 571
@@ -653,45 +655,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
653 /// <returns></returns> 655 /// <returns></returns>
654 public object EventProcessor() 656 public object EventProcessor()
655 { 657 {
658 EventParams data = null;
656 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 659 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
657 if (!Running) 660 if (!Running)
658 return 0; 661 return 0;
659 662
660 lock (m_Script)
661 {
662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 663// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
663 664
664 if (Suspended) 665 if (Suspended)
665 return 0; 666 return 0;
666
667 EventParams data = null;
668 667
669 lock (EventQueue) 668 lock (EventQueue)
669 {
670 data = (EventParams) EventQueue.Dequeue();
671 if (data == null) // Shouldn't happen
670 { 672 {
671 data = (EventParams)EventQueue.Dequeue(); 673 if (EventQueue.Count > 0 && Running && !ShuttingDown)
672 if (data == null) // Shouldn't happen
673 { 674 {
674 if (EventQueue.Count > 0 && Running && !ShuttingDown) 675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
675 {
676 m_CurrentWorkItem = Engine.QueueEventHandler(this);
677 }
678 else
679 {
680 m_CurrentWorkItem = null;
681 }
682 return 0;
683 } 676 }
684 677 else
685 if (data.EventName == "timer")
686 m_TimerQueued = false;
687 if (data.EventName == "control")
688 { 678 {
689 if (m_ControlEventsInQueue > 0) 679 m_CurrentWorkItem = null;
690 m_ControlEventsInQueue--;
691 } 680 }
692 if (data.EventName == "collision") 681 return 0;
693 m_CollisionInQueue = false;
694 } 682 }
683
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 {
688 if (m_ControlEventsInQueue > 0)
689 m_ControlEventsInQueue--;
690 }
691 if (data.EventName == "collision")
692 m_CollisionInQueue = false;
693 }
694
695 lock(m_Script)
696 {
695 697
696// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 698// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
697 699
@@ -846,6 +848,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
846 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 848 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
847 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 849 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
848 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 850 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
851 part.CollisionSound = UUID.Zero;
849 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 852 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
850 EventQueue.Clear(); 853 EventQueue.Clear();
851 m_Script.ResetVars(); 854 m_Script.ResetVars();
@@ -860,6 +863,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
860 new Object[0], new DetectParams[0])); 863 new Object[0], new DetectParams[0]));
861 } 864 }
862 865
866 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
863 public void ApiResetScript() 867 public void ApiResetScript()
864 { 868 {
865 // bool running = Running; 869 // bool running = Running;
@@ -871,6 +875,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
871 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 875 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
872 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 876 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
873 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 877 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
878 part.CollisionSound = UUID.Zero;
874 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 879 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
875 880
876 EventQueue.Clear(); 881 EventQueue.Clear();
@@ -891,10 +896,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
891 896
892 public Dictionary<string, object> GetVars() 897 public Dictionary<string, object> GetVars()
893 { 898 {
894 if (m_Script != null) 899 return m_Script.GetVars();
895 return m_Script.GetVars();
896 else
897 return new Dictionary<string, object>();
898 } 900 }
899 901
900 public void SetVars(Dictionary<string, object> vars) 902 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index da344d6..79a6e09 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -128,6 +129,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
128 private Dictionary<UUID, IScriptInstance> m_Scripts = 129 private Dictionary<UUID, IScriptInstance> m_Scripts =
129 new Dictionary<UUID, IScriptInstance>(); 130 new Dictionary<UUID, IScriptInstance>();
130 131
132 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
133
131 // Maps the asset ID to the assembly 134 // Maps the asset ID to the assembly
132 135
133 private Dictionary<UUID, string> m_Assemblies = 136 private Dictionary<UUID, string> m_Assemblies =
@@ -150,6 +153,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
150 IWorkItemResult m_CurrentCompile = null; 153 IWorkItemResult m_CurrentCompile = null;
151 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 154 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
152 155
156 private void lockScriptsForRead(bool locked)
157 {
158 if (locked)
159 {
160 if (m_scriptsLock.RecursiveReadCount > 0)
161 {
162 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
163 m_scriptsLock.ExitReadLock();
164 }
165 if (m_scriptsLock.RecursiveWriteCount > 0)
166 {
167 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
168 m_scriptsLock.ExitWriteLock();
169 }
170
171 while (!m_scriptsLock.TryEnterReadLock(60000))
172 {
173 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
174 if (m_scriptsLock.IsWriteLockHeld)
175 {
176 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
177 }
178 }
179 }
180 else
181 {
182 if (m_scriptsLock.RecursiveReadCount > 0)
183 {
184 m_scriptsLock.ExitReadLock();
185 }
186 }
187 }
188 private void lockScriptsForWrite(bool locked)
189 {
190 if (locked)
191 {
192 if (m_scriptsLock.RecursiveReadCount > 0)
193 {
194 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
195 m_scriptsLock.ExitReadLock();
196 }
197 if (m_scriptsLock.RecursiveWriteCount > 0)
198 {
199 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
200 m_scriptsLock.ExitWriteLock();
201 }
202
203 while (!m_scriptsLock.TryEnterWriteLock(60000))
204 {
205 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
206 if (m_scriptsLock.IsWriteLockHeld)
207 {
208 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
209 }
210 }
211 }
212 else
213 {
214 if (m_scriptsLock.RecursiveWriteCount > 0)
215 {
216 m_scriptsLock.ExitWriteLock();
217 }
218 }
219 }
220
153 public string ScriptEngineName 221 public string ScriptEngineName
154 { 222 {
155 get { return "XEngine"; } 223 get { return "XEngine"; }
@@ -576,52 +644,57 @@ namespace OpenSim.Region.ScriptEngine.XEngine
576 { 644 {
577 if (!m_Enabled) 645 if (!m_Enabled)
578 return; 646 return;
647 lockScriptsForRead(true);
579 648
580 lock (m_Scripts) 649 List<IScriptInstance> instancesToDel = new List<IScriptInstance>(m_Scripts.Values);
581 {
582 m_log.InfoFormat(
583 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
584 650
585 foreach (IScriptInstance instance in m_Scripts.Values) 651// foreach (IScriptInstance instance in m_Scripts.Values)
652 foreach (IScriptInstance instance in instancesToDel)
653 {
654 // Force a final state save
655 //
656 if (m_Assemblies.ContainsKey(instance.AssetID))
586 { 657 {
587 // Force a final state save 658 string assembly = m_Assemblies[instance.AssetID];
588 // 659 instance.SaveState(assembly);
589 if (m_Assemblies.ContainsKey(instance.AssetID)) 660 }
590 {
591 string assembly = m_Assemblies[instance.AssetID];
592 instance.SaveState(assembly);
593 }
594 661
595 // Clear the event queue and abort the instance thread 662 // Clear the event queue and abort the instance thread
596 // 663 //
597 instance.ClearQueue(); 664 instance.ClearQueue();
598 instance.Stop(0); 665 instance.Stop(0);
599 666
600 // Release events, timer, etc 667 // Release events, timer, etc
601 // 668 //
602 instance.DestroyScriptInstance(); 669 instance.DestroyScriptInstance();
603 670
604 // Unload scripts and app domains. 671 // Unload scripts and app domains
605 // Must be done explicitly because they have infinite 672 // Must be done explicitly because they have infinite
606 // lifetime. 673 // lifetime
607 // However, don't bother to do this if the simulator is shutting 674 //
608 // down since it takes a long time with many scripts. 675// if (!m_SimulatorShuttingDown)
609 if (!m_SimulatorShuttingDown) 676 {
677 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
678 if (m_DomainScripts[instance.AppDomain].Count == 0)
610 { 679 {
611 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 680 m_DomainScripts.Remove(instance.AppDomain);
612 if (m_DomainScripts[instance.AppDomain].Count == 0) 681 UnloadAppDomain(instance.AppDomain);
613 {
614 m_DomainScripts.Remove(instance.AppDomain);
615 UnloadAppDomain(instance.AppDomain);
616 }
617 } 682 }
618 } 683 }
619 684
620 m_Scripts.Clear(); 685// m_Scripts.Clear();
621 m_PrimObjects.Clear(); 686// m_PrimObjects.Clear();
622 m_Assemblies.Clear(); 687// m_Assemblies.Clear();
623 m_DomainScripts.Clear(); 688// m_DomainScripts.Clear();
624 } 689 }
690 lockScriptsForRead(false);
691 lockScriptsForWrite(true);
692 m_Scripts.Clear();
693 lockScriptsForWrite(false);
694 m_PrimObjects.Clear();
695 m_Assemblies.Clear();
696 m_DomainScripts.Clear();
697
625 lock (m_ScriptEngines) 698 lock (m_ScriptEngines)
626 { 699 {
627 m_ScriptEngines.Remove(this); 700 m_ScriptEngines.Remove(this);
@@ -690,22 +763,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
690 763
691 List<IScriptInstance> instances = new List<IScriptInstance>(); 764 List<IScriptInstance> instances = new List<IScriptInstance>();
692 765
693 lock (m_Scripts) 766 lockScriptsForRead(true);
694 { 767 foreach (IScriptInstance instance in m_Scripts.Values)
695 foreach (IScriptInstance instance in m_Scripts.Values)
696 instances.Add(instance); 768 instances.Add(instance);
697 } 769 lockScriptsForRead(false);
698 770
699 foreach (IScriptInstance i in instances) 771 foreach (IScriptInstance i in instances)
700 { 772 {
701 string assembly = String.Empty; 773 string assembly = String.Empty;
702 774
703 lock (m_Scripts) 775
704 {
705 if (!m_Assemblies.ContainsKey(i.AssetID)) 776 if (!m_Assemblies.ContainsKey(i.AssetID))
706 continue; 777 continue;
707 assembly = m_Assemblies[i.AssetID]; 778 assembly = m_Assemblies[i.AssetID];
708 } 779
709 780
710 i.SaveState(assembly); 781 i.SaveState(assembly);
711 } 782 }
@@ -1092,96 +1163,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1092 } 1163 }
1093 1164
1094 ScriptInstance instance = null; 1165 ScriptInstance instance = null;
1095 lock (m_Scripts) 1166 // Create the object record
1167 lockScriptsForRead(true);
1168 if ((!m_Scripts.ContainsKey(itemID)) ||
1169 (m_Scripts[itemID].AssetID != assetID))
1096 { 1170 {
1097 // Create the object record 1171 lockScriptsForRead(false);
1098 if ((!m_Scripts.ContainsKey(itemID)) ||
1099 (m_Scripts[itemID].AssetID != assetID))
1100 {
1101 UUID appDomain = assetID;
1102 1172
1103 if (part.ParentGroup.IsAttachment) 1173 UUID appDomain = assetID;
1104 appDomain = part.ParentGroup.RootPart.UUID;
1105 1174
1106 if (!m_AppDomains.ContainsKey(appDomain)) 1175 if (part.ParentGroup.IsAttachment)
1107 { 1176 appDomain = part.ParentGroup.RootPart.UUID;
1108 try
1109 {
1110 AppDomainSetup appSetup = new AppDomainSetup();
1111 appSetup.PrivateBinPath = Path.Combine(
1112 m_ScriptEnginesPath,
1113 m_Scene.RegionInfo.RegionID.ToString());
1114 1177
1115 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1178 if (!m_AppDomains.ContainsKey(appDomain))
1116 Evidence evidence = new Evidence(baseEvidence); 1179 {
1180 try
1181 {
1182 AppDomainSetup appSetup = new AppDomainSetup();
1183 appSetup.PrivateBinPath = Path.Combine(
1184 m_ScriptEnginesPath,
1185 m_Scene.RegionInfo.RegionID.ToString());
1117 1186
1118 AppDomain sandbox; 1187 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1119 if (m_AppDomainLoading) 1188 Evidence evidence = new Evidence(baseEvidence);
1120 {
1121 sandbox = AppDomain.CreateDomain(
1122 m_Scene.RegionInfo.RegionID.ToString(),
1123 evidence, appSetup);
1124 sandbox.AssemblyResolve +=
1125 new ResolveEventHandler(
1126 AssemblyResolver.OnAssemblyResolve);
1127 }
1128 else
1129 {
1130 sandbox = AppDomain.CurrentDomain;
1131 }
1132
1133 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1134 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1135 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1136 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1137 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1138 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1139 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1140
1141 m_AppDomains[appDomain] = sandbox;
1142 1189
1143 m_DomainScripts[appDomain] = new List<UUID>(); 1190 AppDomain sandbox;
1191 if (m_AppDomainLoading)
1192 {
1193 sandbox = AppDomain.CreateDomain(
1194 m_Scene.RegionInfo.RegionID.ToString(),
1195 evidence, appSetup);
1196 m_AppDomains[appDomain].AssemblyResolve +=
1197 new ResolveEventHandler(
1198 AssemblyResolver.OnAssemblyResolve);
1144 } 1199 }
1145 catch (Exception e) 1200 else
1146 { 1201 {
1147 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1202 sandbox = AppDomain.CurrentDomain;
1148 m_ScriptErrorMessage += "Exception creating app domain:\n";
1149 m_ScriptFailCount++;
1150 lock (m_AddingAssemblies)
1151 {
1152 m_AddingAssemblies[assembly]--;
1153 }
1154 return false;
1155 } 1203 }
1156 }
1157 m_DomainScripts[appDomain].Add(itemID);
1158
1159 instance = new ScriptInstance(this, part,
1160 itemID, assetID, assembly,
1161 m_AppDomains[appDomain],
1162 part.ParentGroup.RootPart.Name,
1163 item.Name, startParam, postOnRez,
1164 stateSource, m_MaxScriptQueue);
1165
1166// if (DebugLevel >= 1)
1167 m_log.DebugFormat(
1168 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1169 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1170 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1171 1204
1172 if (presence != null) 1205 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1206 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1207 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1208 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1209 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1210 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1211 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1212
1213 m_AppDomains[appDomain] = sandbox;
1214
1215 m_DomainScripts[appDomain] = new List<UUID>();
1216 }
1217 catch (Exception e)
1173 { 1218 {
1174 ShowScriptSaveResponse(item.OwnerID, 1219 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1175 assetID, "Compile successful", true); 1220 m_ScriptErrorMessage += "Exception creating app domain:\n";
1221 m_ScriptFailCount++;
1222 lock (m_AddingAssemblies)
1223 {
1224 m_AddingAssemblies[assembly]--;
1225 }
1226 return false;
1176 } 1227 }
1228 }
1229 m_DomainScripts[appDomain].Add(itemID);
1230
1231 instance = new ScriptInstance(this, part,
1232 itemID, assetID, assembly,
1233 m_AppDomains[appDomain],
1234 part.ParentGroup.RootPart.Name,
1235 item.Name, startParam, postOnRez,
1236 stateSource, m_MaxScriptQueue);
1237
1238 m_log.DebugFormat(
1239 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1240 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1241 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1177 1242
1178 instance.AppDomain = appDomain; 1243 if (presence != null)
1179 instance.LineMap = linemap; 1244 {
1180 1245 ShowScriptSaveResponse(item.OwnerID,
1181 m_Scripts[itemID] = instance; 1246 assetID, "Compile successful", true);
1182 } 1247 }
1183 }
1184 1248
1249 instance.AppDomain = appDomain;
1250 instance.LineMap = linemap;
1251 lockScriptsForWrite(true);
1252 m_Scripts[itemID] = instance;
1253 lockScriptsForWrite(false);
1254 }
1255 else
1256 {
1257 lockScriptsForRead(false);
1258 }
1185 lock (m_PrimObjects) 1259 lock (m_PrimObjects)
1186 { 1260 {
1187 if (!m_PrimObjects.ContainsKey(localID)) 1261 if (!m_PrimObjects.ContainsKey(localID))
@@ -1199,7 +1273,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1199 m_AddingAssemblies[assembly]--; 1273 m_AddingAssemblies[assembly]--;
1200 } 1274 }
1201 1275
1202 if (instance != null) 1276 if (instance!=null)
1203 instance.Init(); 1277 instance.Init();
1204 1278
1205 bool runIt; 1279 bool runIt;
@@ -1222,18 +1296,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1222 m_CompileDict.Remove(itemID); 1296 m_CompileDict.Remove(itemID);
1223 } 1297 }
1224 1298
1225 IScriptInstance instance = null; 1299 lockScriptsForRead(true);
1226 1300 // Do we even have it?
1227 lock (m_Scripts) 1301 if (!m_Scripts.ContainsKey(itemID))
1228 { 1302 {
1229 // Do we even have it? 1303 // Do we even have it?
1230 if (!m_Scripts.ContainsKey(itemID)) 1304 if (!m_Scripts.ContainsKey(itemID))
1231 return; 1305 return;
1232 1306
1233 instance = m_Scripts[itemID]; 1307 lockScriptsForRead(false);
1308 lockScriptsForWrite(true);
1234 m_Scripts.Remove(itemID); 1309 m_Scripts.Remove(itemID);
1310 lockScriptsForWrite(false);
1311
1312 return;
1235 } 1313 }
1314
1236 1315
1316 IScriptInstance instance=m_Scripts[itemID];
1317 lockScriptsForRead(false);
1318 lockScriptsForWrite(true);
1319 m_Scripts.Remove(itemID);
1320 lockScriptsForWrite(false);
1237 instance.ClearQueue(); 1321 instance.ClearQueue();
1238 1322
1239 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1323 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1272,8 +1356,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1272 1356
1273 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1357 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1274 if (handlerObjectRemoved != null) 1358 if (handlerObjectRemoved != null)
1275 handlerObjectRemoved(instance.ObjectID); 1359 {
1360 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1361 handlerObjectRemoved(part.UUID);
1362 }
1276 1363
1364 CleanAssemblies();
1365
1277 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1366 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1278 if (handlerScriptRemoved != null) 1367 if (handlerScriptRemoved != null)
1279 handlerScriptRemoved(itemID); 1368 handlerScriptRemoved(itemID);
@@ -1534,12 +1623,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1534 private IScriptInstance GetInstance(UUID itemID) 1623 private IScriptInstance GetInstance(UUID itemID)
1535 { 1624 {
1536 IScriptInstance instance; 1625 IScriptInstance instance;
1537 lock (m_Scripts) 1626 lockScriptsForRead(true);
1627 if (!m_Scripts.ContainsKey(itemID))
1538 { 1628 {
1539 if (!m_Scripts.ContainsKey(itemID)) 1629 lockScriptsForRead(false);
1540 return null; 1630 return null;
1541 instance = m_Scripts[itemID];
1542 } 1631 }
1632 instance = m_Scripts[itemID];
1633 lockScriptsForRead(false);
1543 return instance; 1634 return instance;
1544 } 1635 }
1545 1636
@@ -1563,6 +1654,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1563 return false; 1654 return false;
1564 } 1655 }
1565 1656
1657 [DebuggerNonUserCode]
1566 public void ApiResetScript(UUID itemID) 1658 public void ApiResetScript(UUID itemID)
1567 { 1659 {
1568 IScriptInstance instance = GetInstance(itemID); 1660 IScriptInstance instance = GetInstance(itemID);
@@ -1624,6 +1716,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1624 return UUID.Zero; 1716 return UUID.Zero;
1625 } 1717 }
1626 1718
1719 [DebuggerNonUserCode]
1627 public void SetState(UUID itemID, string newState) 1720 public void SetState(UUID itemID, string newState)
1628 { 1721 {
1629 IScriptInstance instance = GetInstance(itemID); 1722 IScriptInstance instance = GetInstance(itemID);
@@ -1646,11 +1739,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1646 1739
1647 List<IScriptInstance> instances = new List<IScriptInstance>(); 1740 List<IScriptInstance> instances = new List<IScriptInstance>();
1648 1741
1649 lock (m_Scripts) 1742 lockScriptsForRead(true);
1650 { 1743 foreach (IScriptInstance instance in m_Scripts.Values)
1651 foreach (IScriptInstance instance in m_Scripts.Values)
1652 instances.Add(instance); 1744 instances.Add(instance);
1653 } 1745 lockScriptsForRead(false);
1654 1746
1655 foreach (IScriptInstance i in instances) 1747 foreach (IScriptInstance i in instances)
1656 { 1748 {