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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.cs11
-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.cs171
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.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.cs380
-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.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs792
-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.cs733
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-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.cs1354
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1701
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs787
-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.cs30
-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.cs75
-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.cs1472
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1086
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4104
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs603
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2012
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2898
-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.cs3212
-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.cs11
-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.cs51
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.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.cs360
150 files changed, 41479 insertions, 4678 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..bcb45cf 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -779,14 +779,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
779 IClientAPI client; 779 IClientAPI client;
780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) 780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
781 { 781 {
782 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); 782// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
783 return; 783 return;
784 } 784 }
785 785
786 udpClient = ((LLClientView)client).UDPClient; 786 udpClient = ((LLClientView)client).UDPClient;
787 787
788 if (!udpClient.IsConnected) 788 if (!udpClient.IsConnected)
789 {
790// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
789 return; 791 return;
792 }
790 793
791 #endregion Packet to Client Mapping 794 #endregion Packet to Client Mapping
792 795
@@ -1138,7 +1141,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1138 if (!client.SceneAgent.IsChildAgent) 1141 if (!client.SceneAgent.IsChildAgent)
1139 client.Kick("Simulator logged you out due to connection timeout"); 1142 client.Kick("Simulator logged you out due to connection timeout");
1140 1143
1141 client.Close(); 1144 Util.FireAndForget(o => client.Close());
1142 } 1145 }
1143 1146
1144 private void IncomingPacketHandler() 1147 private void IncomingPacketHandler()
@@ -1149,6 +1152,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1149 1152
1150 while (base.IsRunning) 1153 while (base.IsRunning)
1151 { 1154 {
1155 m_scene.ThreadAlive(1);
1152 try 1156 try
1153 { 1157 {
1154 IncomingPacket incomingPacket = null; 1158 IncomingPacket incomingPacket = null;
@@ -1191,6 +1195,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1191 1195
1192 while (base.IsRunning) 1196 while (base.IsRunning)
1193 { 1197 {
1198 m_scene.ThreadAlive(2);
1194 try 1199 try
1195 { 1200 {
1196 m_packetSent = false; 1201 m_packetSent = false;
@@ -1460,4 +1465,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1460 } 1465 }
1461 } 1466 }
1462 } 1467 }
1463} \ No newline at end of file 1468}
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 64ee7e4..394b90a 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);
@@ -702,8 +771,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
702 so.RemoveScriptInstances(true); 771 so.RemoveScriptInstances(true);
703 } 772 }
704 773
705 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 774 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
706 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 775 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
707 { 776 {
708 if (m_invAccessModule == null) 777 if (m_invAccessModule == null)
709 return null; 778 return null;
@@ -741,7 +810,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
741 // This will throw if the attachment fails 810 // This will throw if the attachment fails
742 try 811 try
743 { 812 {
744 AttachObject(sp, objatt, attachmentPt, false); 813 AttachObject(sp, objatt, attachmentPt, false, false);
745 } 814 }
746 catch (Exception e) 815 catch (Exception e)
747 { 816 {
@@ -754,10 +823,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
754 m_scene.DeleteSceneObject(objatt, false); 823 m_scene.DeleteSceneObject(objatt, false);
755 return null; 824 return null;
756 } 825 }
757 826
758 if (tainted) 827 if (tainted)
759 objatt.HasGroupChanged = true; 828 objatt.HasGroupChanged = true;
760 829
830 if (doc != null)
831 {
832 objatt.LoadScriptState(doc);
833 objatt.ResetOwnerChangeFlag();
834 }
835
761 // Fire after attach, so we don't get messy perms dialogs 836 // Fire after attach, so we don't get messy perms dialogs
762 // 4 == AttachedRez 837 // 4 == AttachedRez
763 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 838 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -775,7 +850,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 itemID, sp.Name, attachmentPt); 850 itemID, sp.Name, attachmentPt);
776 } 851 }
777 } 852 }
778 853
779 return null; 854 return null;
780 } 855 }
781 856
@@ -895,7 +970,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
895 AttachmentPt &= 0x7f; 970 AttachmentPt &= 0x7f;
896 971
897 // Calls attach with a Zero position 972 // Calls attach with a Zero position
898 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) 973 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
899 { 974 {
900// m_log.Debug( 975// m_log.Debug(
901// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId 976// "[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 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..80554fb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,30 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 316 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
317 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 318 {
302 // Here, the recipient is local and we can assume that the 319 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 320 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 350 {
334 folder.ParentID = trashFolder.ID; 351 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 352 invService.MoveFolder(folder);
353 client.SendBulkUpdateInventory(folder);
336 } 354 }
337 } 355 }
338 356
@@ -433,22 +451,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 451 ///
434 /// </summary> 452 /// </summary>
435 /// <param name="msg"></param> 453 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 454 private void OnGridInstantMessage(GridInstantMessage im)
437 { 455 {
438 // Check if this is ours to handle 456 // Check if this is ours to handle
439 // 457 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 458 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 459
442 if (scene == null) 460 if (scene == null)
443 return; 461 return;
444 462
445 // Find agent to deliver to 463 // Find agent to deliver to
446 // 464 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 465 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
466 if (user == null)
467 return;
468
469 // This requires a little bit of processing because we have to make the
470 // new item visible in the recipient's inventory here
471 //
472 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
473 {
474 if (im.binaryBucket.Length < 17) // Invalid
475 return;
476
477 UUID recipientID = new UUID(im.toAgentID);
478
479 // First byte is the asset type
480 AssetType assetType = (AssetType)im.binaryBucket[0];
481
482 if (AssetType.Folder == assetType)
483 {
484 UUID folderID = new UUID(im.binaryBucket, 1);
448 485
449 // Just forward to local handling 486 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 487 new InventoryFolderBase(folderID, recipientID);
488 InventoryFolderBase folder =
489 scene.InventoryService.GetFolder(given);
451 490
491 if (folder != null)
492 user.ControllingClient.SendBulkUpdateInventory(folder);
493 }
494 else
495 {
496 UUID itemID = new UUID(im.binaryBucket, 1);
497
498 InventoryItemBase given =
499 new InventoryItemBase(itemID, recipientID);
500 InventoryItemBase item =
501 scene.InventoryService.GetItem(given);
502
503 if (item != null)
504 {
505 user.ControllingClient.SendBulkUpdateInventory(item);
506 }
507 }
508 user.ControllingClient.SendInstantMessage(im);
509 }
510 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
511 {
512 if (im.binaryBucket.Length < 1) // Invalid
513 return;
514
515 UUID recipientID = new UUID(im.toAgentID);
516
517 // Bucket is the asset type
518 AssetType assetType = (AssetType)im.binaryBucket[0];
519
520 if (AssetType.Folder == assetType)
521 {
522 UUID folderID = new UUID(im.imSessionID);
523
524 InventoryFolderBase given =
525 new InventoryFolderBase(folderID, recipientID);
526 InventoryFolderBase folder =
527 scene.InventoryService.GetFolder(given);
528
529 if (folder != null)
530 user.ControllingClient.SendBulkUpdateInventory(folder);
531 }
532 else
533 {
534 UUID itemID = new UUID(im.imSessionID);
535
536 InventoryItemBase given =
537 new InventoryItemBase(itemID, recipientID);
538 InventoryItemBase item =
539 scene.InventoryService.GetItem(given);
540
541 if (item != null)
542 {
543 user.ControllingClient.SendBulkUpdateInventory(item);
544 }
545 }
546
547 // Fix up binary bucket since this may be 17 chars long here
548 Byte[] bucket = new Byte[1];
549 bucket[0] = im.binaryBucket[0];
550 im.binaryBucket = bucket;
551
552 user.ControllingClient.SendInstantMessage(im);
553 }
554 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
555 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
556 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
558 {
559 user.ControllingClient.SendInstantMessage(im);
560 }
452 } 561 }
453 } 562 }
454} 563}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 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..7f2f147 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}",
@@ -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 m_HttpsServer.AddPollServiceHTTPHandler(
269 uri, 234 uri,
270 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 235 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode,25000));
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 322a9f8..6cd077a 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -247,4 +250,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
247 } 250 }
248 } 251 }
249 } 252 }
250} \ No newline at end of file 253}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 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 f92ed8e..76a952b 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..41e8944
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,792 @@
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;
39using OpenSim.Region.Framework.Scenes.Serialization;
40
41namespace OpenSim.Region.Framework.Scenes
42{
43 public class SOPVehicle
44 {
45 public VehicleData vd;
46
47 public Vehicle Type
48 {
49 get { return vd.m_type; }
50 }
51
52 public SOPVehicle()
53 {
54 vd = new VehicleData();
55 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
56 }
57
58 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
59 {
60 float len;
61 float timestep = 0.01f;
62 switch (pParam)
63 {
64 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
65 if (pValue < 0f) pValue = 0f;
66 if (pValue > 1f) pValue = 1f;
67 vd.m_angularDeflectionEfficiency = pValue;
68 break;
69 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
70 if (pValue < timestep) pValue = timestep;
71 vd.m_angularDeflectionTimescale = pValue;
72 break;
73 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
74 if (pValue < timestep) pValue = timestep;
75 else if (pValue > 120) pValue = 120;
76 vd.m_angularMotorDecayTimescale = pValue;
77 break;
78 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
79 if (pValue < timestep) pValue = timestep;
80 vd.m_angularMotorTimescale = pValue;
81 break;
82 case Vehicle.BANKING_EFFICIENCY:
83 if (pValue < -1f) pValue = -1f;
84 if (pValue > 1f) pValue = 1f;
85 vd.m_bankingEfficiency = pValue;
86 break;
87 case Vehicle.BANKING_MIX:
88 if (pValue < 0f) pValue = 0f;
89 if (pValue > 1f) pValue = 1f;
90 vd.m_bankingMix = pValue;
91 break;
92 case Vehicle.BANKING_TIMESCALE:
93 if (pValue < timestep) pValue = timestep;
94 vd.m_bankingTimescale = pValue;
95 break;
96 case Vehicle.BUOYANCY:
97 if (pValue < -1f) pValue = -1f;
98 if (pValue > 1f) pValue = 1f;
99 vd.m_VehicleBuoyancy = pValue;
100 break;
101 case Vehicle.HOVER_EFFICIENCY:
102 if (pValue < 0f) pValue = 0f;
103 if (pValue > 1f) pValue = 1f;
104 vd.m_VhoverEfficiency = pValue;
105 break;
106 case Vehicle.HOVER_HEIGHT:
107 vd.m_VhoverHeight = pValue;
108 break;
109 case Vehicle.HOVER_TIMESCALE:
110 if (pValue < timestep) pValue = timestep;
111 vd.m_VhoverTimescale = pValue;
112 break;
113 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
114 if (pValue < 0f) pValue = 0f;
115 if (pValue > 1f) pValue = 1f;
116 vd.m_linearDeflectionEfficiency = pValue;
117 break;
118 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
119 if (pValue < timestep) pValue = timestep;
120 vd.m_linearDeflectionTimescale = pValue;
121 break;
122 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
123 if (pValue < timestep) pValue = timestep;
124 else if (pValue > 120) pValue = 120;
125 vd.m_linearMotorDecayTimescale = pValue;
126 break;
127 case Vehicle.LINEAR_MOTOR_TIMESCALE:
128 if (pValue < timestep) pValue = timestep;
129 vd.m_linearMotorTimescale = pValue;
130 break;
131 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
132 if (pValue < 0f) pValue = 0f;
133 if (pValue > 1f) pValue = 1f;
134 vd.m_verticalAttractionEfficiency = pValue;
135 break;
136 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
137 if (pValue < timestep) pValue = timestep;
138 vd.m_verticalAttractionTimescale = pValue;
139 break;
140
141 // These are vector properties but the engine lets you use a single float value to
142 // set all of the components to the same value
143 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
144 if (pValue < timestep) pValue = timestep;
145 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
146 break;
147 case Vehicle.ANGULAR_MOTOR_DIRECTION:
148 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
149 len = vd.m_angularMotorDirection.Length();
150 if (len > 12.566f)
151 vd.m_angularMotorDirection *= (12.566f / len);
152 break;
153 case Vehicle.LINEAR_FRICTION_TIMESCALE:
154 if (pValue < timestep) pValue = timestep;
155 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
156 break;
157 case Vehicle.LINEAR_MOTOR_DIRECTION:
158 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
159 len = vd.m_linearMotorDirection.Length();
160 if (len > 30.0f)
161 vd.m_linearMotorDirection *= (30.0f / len);
162 break;
163 case Vehicle.LINEAR_MOTOR_OFFSET:
164 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
165 len = vd.m_linearMotorOffset.Length();
166 if (len > 100.0f)
167 vd.m_linearMotorOffset *= (100.0f / len);
168 break;
169 }
170 }//end ProcessFloatVehicleParam
171
172 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
173 {
174 float len;
175 float timestep = 0.01f;
176 switch (pParam)
177 {
178 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
179 if (pValue.X < timestep) pValue.X = timestep;
180 if (pValue.Y < timestep) pValue.Y = timestep;
181 if (pValue.Z < timestep) pValue.Z = timestep;
182
183 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
184 break;
185 case Vehicle.ANGULAR_MOTOR_DIRECTION:
186 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
187 // Limit requested angular speed to 2 rps= 4 pi rads/sec
188 len = vd.m_angularMotorDirection.Length();
189 if (len > 12.566f)
190 vd.m_angularMotorDirection *= (12.566f / len);
191 break;
192 case Vehicle.LINEAR_FRICTION_TIMESCALE:
193 if (pValue.X < timestep) pValue.X = timestep;
194 if (pValue.Y < timestep) pValue.Y = timestep;
195 if (pValue.Z < timestep) pValue.Z = timestep;
196 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
197 break;
198 case Vehicle.LINEAR_MOTOR_DIRECTION:
199 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
200 len = vd.m_linearMotorDirection.Length();
201 if (len > 30.0f)
202 vd.m_linearMotorDirection *= (30.0f / len);
203 break;
204 case Vehicle.LINEAR_MOTOR_OFFSET:
205 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
206 len = vd.m_linearMotorOffset.Length();
207 if (len > 100.0f)
208 vd.m_linearMotorOffset *= (100.0f / len);
209 break;
210 }
211 }//end ProcessVectorVehicleParam
212
213 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
214 {
215 switch (pParam)
216 {
217 case Vehicle.REFERENCE_FRAME:
218 vd.m_referenceFrame = Quaternion.Inverse(pValue);
219 break;
220 }
221 }//end ProcessRotationVehicleParam
222
223 public void ProcessVehicleFlags(int pParam, bool remove)
224 {
225 if (remove)
226 {
227 vd.m_flags &= ~((VehicleFlag)pParam);
228 }
229 else
230 {
231 vd.m_flags |= (VehicleFlag)pParam;
232 }
233 }//end ProcessVehicleFlags
234
235 public void ProcessTypeChange(Vehicle pType)
236 {
237 vd.m_linearMotorDirection = Vector3.Zero;
238 vd.m_angularMotorDirection = Vector3.Zero;
239 vd.m_linearMotorOffset = Vector3.Zero;
240 vd.m_referenceFrame = Quaternion.Identity;
241
242 // Set Defaults For Type
243 vd.m_type = pType;
244 switch (pType)
245 {
246 case Vehicle.TYPE_NONE:
247 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
249 vd.m_linearMotorTimescale = 1000;
250 vd.m_linearMotorDecayTimescale = 120;
251 vd.m_angularMotorTimescale = 1000;
252 vd.m_angularMotorDecayTimescale = 1000;
253 vd.m_VhoverHeight = 0;
254 vd.m_VhoverEfficiency = 1;
255 vd.m_VhoverTimescale = 1000;
256 vd.m_VehicleBuoyancy = 0;
257 vd.m_linearDeflectionEfficiency = 0;
258 vd.m_linearDeflectionTimescale = 1000;
259 vd.m_angularDeflectionEfficiency = 0;
260 vd.m_angularDeflectionTimescale = 1000;
261 vd.m_bankingEfficiency = 0;
262 vd.m_bankingMix = 1;
263 vd.m_bankingTimescale = 1000;
264 vd.m_verticalAttractionEfficiency = 0;
265 vd.m_verticalAttractionTimescale = 1000;
266
267 vd.m_flags = (VehicleFlag)0;
268 break;
269
270 case Vehicle.TYPE_SLED:
271 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
272 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
273 vd.m_linearMotorTimescale = 1000;
274 vd.m_linearMotorDecayTimescale = 120;
275 vd.m_angularMotorTimescale = 1000;
276 vd.m_angularMotorDecayTimescale = 120;
277 vd.m_VhoverHeight = 0;
278 vd.m_VhoverEfficiency = 1;
279 vd.m_VhoverTimescale = 10;
280 vd.m_VehicleBuoyancy = 0;
281 vd.m_linearDeflectionEfficiency = 1;
282 vd.m_linearDeflectionTimescale = 1;
283 vd.m_angularDeflectionEfficiency = 0;
284 vd.m_angularDeflectionTimescale = 1000;
285 vd.m_bankingEfficiency = 0;
286 vd.m_bankingMix = 1;
287 vd.m_bankingTimescale = 10;
288 vd.m_flags &=
289 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
290 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
291 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
292 break;
293 case Vehicle.TYPE_CAR:
294 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
295 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
296 vd.m_linearMotorTimescale = 1;
297 vd.m_linearMotorDecayTimescale = 60;
298 vd.m_angularMotorTimescale = 1;
299 vd.m_angularMotorDecayTimescale = 0.8f;
300 vd.m_VhoverHeight = 0;
301 vd.m_VhoverEfficiency = 0;
302 vd.m_VhoverTimescale = 1000;
303 vd.m_VehicleBuoyancy = 0;
304 vd.m_linearDeflectionEfficiency = 1;
305 vd.m_linearDeflectionTimescale = 2;
306 vd.m_angularDeflectionEfficiency = 0;
307 vd.m_angularDeflectionTimescale = 10;
308 vd.m_verticalAttractionEfficiency = 1f;
309 vd.m_verticalAttractionTimescale = 10f;
310 vd.m_bankingEfficiency = -0.2f;
311 vd.m_bankingMix = 1;
312 vd.m_bankingTimescale = 1;
313 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
314 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
315 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
316 break;
317 case Vehicle.TYPE_BOAT:
318 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
319 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
320 vd.m_linearMotorTimescale = 5;
321 vd.m_linearMotorDecayTimescale = 60;
322 vd.m_angularMotorTimescale = 4;
323 vd.m_angularMotorDecayTimescale = 4;
324 vd.m_VhoverHeight = 0;
325 vd.m_VhoverEfficiency = 0.5f;
326 vd.m_VhoverTimescale = 2;
327 vd.m_VehicleBuoyancy = 1;
328 vd.m_linearDeflectionEfficiency = 0.5f;
329 vd.m_linearDeflectionTimescale = 3;
330 vd.m_angularDeflectionEfficiency = 0.5f;
331 vd.m_angularDeflectionTimescale = 5;
332 vd.m_verticalAttractionEfficiency = 0.5f;
333 vd.m_verticalAttractionTimescale = 5f;
334 vd.m_bankingEfficiency = -0.3f;
335 vd.m_bankingMix = 0.8f;
336 vd.m_bankingTimescale = 1;
337 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
338 VehicleFlag.HOVER_GLOBAL_HEIGHT |
339 VehicleFlag.HOVER_UP_ONLY |
340 VehicleFlag.LIMIT_ROLL_ONLY);
341 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
342 VehicleFlag.LIMIT_MOTOR_UP |
343 VehicleFlag.HOVER_WATER_ONLY);
344 break;
345 case Vehicle.TYPE_AIRPLANE:
346 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
347 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
348 vd.m_linearMotorTimescale = 2;
349 vd.m_linearMotorDecayTimescale = 60;
350 vd.m_angularMotorTimescale = 4;
351 vd.m_angularMotorDecayTimescale = 8;
352 vd.m_VhoverHeight = 0;
353 vd.m_VhoverEfficiency = 0.5f;
354 vd.m_VhoverTimescale = 1000;
355 vd.m_VehicleBuoyancy = 0;
356 vd.m_linearDeflectionEfficiency = 0.5f;
357 vd.m_linearDeflectionTimescale = 0.5f;
358 vd.m_angularDeflectionEfficiency = 1;
359 vd.m_angularDeflectionTimescale = 2;
360 vd.m_verticalAttractionEfficiency = 0.9f;
361 vd.m_verticalAttractionTimescale = 2f;
362 vd.m_bankingEfficiency = 1;
363 vd.m_bankingMix = 0.7f;
364 vd.m_bankingTimescale = 2;
365 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
366 VehicleFlag.HOVER_TERRAIN_ONLY |
367 VehicleFlag.HOVER_GLOBAL_HEIGHT |
368 VehicleFlag.HOVER_UP_ONLY |
369 VehicleFlag.NO_DEFLECTION_UP |
370 VehicleFlag.LIMIT_MOTOR_UP);
371 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
372 break;
373 case Vehicle.TYPE_BALLOON:
374 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
375 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
376 vd.m_linearMotorTimescale = 5;
377 vd.m_linearMotorDecayTimescale = 60;
378 vd.m_angularMotorTimescale = 6;
379 vd.m_angularMotorDecayTimescale = 10;
380 vd.m_VhoverHeight = 5;
381 vd.m_VhoverEfficiency = 0.8f;
382 vd.m_VhoverTimescale = 10;
383 vd.m_VehicleBuoyancy = 1;
384 vd.m_linearDeflectionEfficiency = 0;
385 vd.m_linearDeflectionTimescale = 5;
386 vd.m_angularDeflectionEfficiency = 0;
387 vd.m_angularDeflectionTimescale = 5;
388 vd.m_verticalAttractionEfficiency = 0f;
389 vd.m_verticalAttractionTimescale = 1000f;
390 vd.m_bankingEfficiency = 0;
391 vd.m_bankingMix = 0.7f;
392 vd.m_bankingTimescale = 5;
393 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
394 VehicleFlag.HOVER_TERRAIN_ONLY |
395 VehicleFlag.HOVER_UP_ONLY |
396 VehicleFlag.NO_DEFLECTION_UP |
397 VehicleFlag.LIMIT_MOTOR_UP);
398 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
399 VehicleFlag.HOVER_GLOBAL_HEIGHT);
400 break;
401 }
402 }
403 public void SetVehicle(PhysicsActor ph)
404 {
405 if (ph == null)
406 return;
407 ph.SetVehicle(vd);
408 }
409
410 private XmlTextWriter writer;
411
412 private void XWint(string name, int i)
413 {
414 writer.WriteElementString(name, i.ToString());
415 }
416
417 private void XWfloat(string name, float f)
418 {
419 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
420 }
421
422 private void XWVector(string name, Vector3 vec)
423 {
424 writer.WriteStartElement(name);
425 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
427 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
428 writer.WriteEndElement();
429 }
430
431 private void XWQuat(string name, Quaternion quat)
432 {
433 writer.WriteStartElement(name);
434 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
437 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
438 writer.WriteEndElement();
439 }
440
441 public void ToXml2(XmlTextWriter twriter)
442 {
443 writer = twriter;
444 writer.WriteStartElement("Vehicle");
445
446 XWint("TYPE", (int)vd.m_type);
447 XWint("FLAGS", (int)vd.m_flags);
448
449 // Linear properties
450 XWVector("LMDIR", vd.m_linearMotorDirection);
451 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
452 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
453 XWfloat("LMTIME", vd.m_linearMotorTimescale);
454 XWVector("LMOFF", vd.m_linearMotorOffset);
455
456 //Angular properties
457 XWVector("AMDIR", vd.m_angularMotorDirection);
458 XWfloat("AMTIME", vd.m_angularMotorTimescale);
459 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
460 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
461
462 //Deflection properties
463 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
464 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
465 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
466 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
467
468 //Banking properties
469 XWfloat("BEFF", vd.m_bankingEfficiency);
470 XWfloat("BMIX", vd.m_bankingMix);
471 XWfloat("BTIME", vd.m_bankingTimescale);
472
473 //Hover and Buoyancy properties
474 XWfloat("HHEI", vd.m_VhoverHeight);
475 XWfloat("HEFF", vd.m_VhoverEfficiency);
476 XWfloat("HTIME", vd.m_VhoverTimescale);
477 XWfloat("VBUO", vd.m_VehicleBuoyancy);
478
479 //Attractor properties
480 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
481 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
482
483 XWQuat("REF_FRAME", vd.m_referenceFrame);
484
485 writer.WriteEndElement();
486 writer = null;
487 }
488
489
490
491 XmlTextReader reader;
492
493 private int XRint()
494 {
495 return reader.ReadElementContentAsInt();
496 }
497
498 private float XRfloat()
499 {
500 return reader.ReadElementContentAsFloat();
501 }
502
503 public Vector3 XRvector()
504 {
505 Vector3 vec;
506 reader.ReadStartElement();
507 vec.X = reader.ReadElementContentAsFloat();
508 vec.Y = reader.ReadElementContentAsFloat();
509 vec.Z = reader.ReadElementContentAsFloat();
510 reader.ReadEndElement();
511 return vec;
512 }
513
514 public Quaternion XRquat()
515 {
516 Quaternion q;
517 reader.ReadStartElement();
518 q.X = reader.ReadElementContentAsFloat();
519 q.Y = reader.ReadElementContentAsFloat();
520 q.Z = reader.ReadElementContentAsFloat();
521 q.W = reader.ReadElementContentAsFloat();
522 reader.ReadEndElement();
523 return q;
524 }
525
526 public static bool EReadProcessors(
527 Dictionary<string, Action> processors,
528 XmlTextReader xtr)
529 {
530 bool errors = false;
531
532 string nodeName = string.Empty;
533 while (xtr.NodeType != XmlNodeType.EndElement)
534 {
535 nodeName = xtr.Name;
536
537 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
538
539 Action p = null;
540 if (processors.TryGetValue(xtr.Name, out p))
541 {
542 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
543
544 try
545 {
546 p();
547 }
548 catch (Exception e)
549 {
550 errors = true;
551 if (xtr.NodeType == XmlNodeType.EndElement)
552 xtr.Read();
553 }
554 }
555 else
556 {
557 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
558 xtr.ReadOuterXml(); // ignore
559 }
560 }
561
562 return errors;
563 }
564
565
566 public string ToXml2()
567 {
568 MemoryStream ms = new MemoryStream(512);
569 UTF8Encoding enc = new UTF8Encoding();
570 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
571 ToXml2(xwriter);
572 xwriter.Flush();
573 string s = ms.GetStreamString();
574 xwriter.Close();
575 return s;
576 }
577
578 public static SOPVehicle FromXml2(string text)
579 {
580 if (text == String.Empty)
581 return null;
582
583 UTF8Encoding enc = new UTF8Encoding();
584 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
585 XmlTextReader xreader = new XmlTextReader(ms);
586
587 SOPVehicle v = new SOPVehicle();
588 bool error;
589
590 v.FromXml2(xreader, out error);
591
592 xreader.Close();
593
594 if (error)
595 {
596 v = null;
597 return null;
598 }
599 return v;
600 }
601
602 public static SOPVehicle FromXml2(XmlTextReader reader)
603 {
604 SOPVehicle vehicle = new SOPVehicle();
605
606 bool errors = false;
607
608 vehicle.FromXml2(reader, out errors);
609 if (errors)
610 return null;
611
612 return vehicle;
613 }
614
615 private void FromXml2(XmlTextReader _reader, out bool errors)
616 {
617 errors = false;
618 reader = _reader;
619
620 Dictionary<string, Action> m_VehicleXmlProcessors
621 = new Dictionary<string, Action>();
622
623 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
624 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
625
626 // Linear properties
627 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
628 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
629 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
630 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
631 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
632
633 //Angular properties
634 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
635 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
636 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
637 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
638
639 //Deflection properties
640 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
641 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
642 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
643 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
644
645 //Banking properties
646 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
647 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
648 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
649
650 //Hover and Buoyancy properties
651 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
652 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
653 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
654
655 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
656
657 //Attractor properties
658 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
659 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
660
661 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
662
663 vd = new VehicleData();
664
665 reader.ReadStartElement("Vehicle", String.Empty);
666
667 errors = EReadProcessors(
668 m_VehicleXmlProcessors,
669 reader);
670
671 reader.ReadEndElement();
672 reader = null;
673 }
674
675 private void ProcessXR_type()
676 {
677 vd.m_type = (Vehicle)XRint();
678 }
679 private void ProcessXR_flags()
680 {
681 vd.m_flags = (VehicleFlag)XRint();
682 }
683 // Linear properties
684 private void ProcessXR_linearMotorDirection()
685 {
686 vd.m_linearMotorDirection = XRvector();
687 }
688
689 private void ProcessXR_linearFrictionTimescale()
690 {
691 vd.m_linearFrictionTimescale = XRvector();
692 }
693
694 private void ProcessXR_linearMotorDecayTimescale()
695 {
696 vd.m_linearMotorDecayTimescale = XRfloat();
697 }
698 private void ProcessXR_linearMotorTimescale()
699 {
700 vd.m_linearMotorTimescale = XRfloat();
701 }
702 private void ProcessXR_linearMotorOffset()
703 {
704 vd.m_linearMotorOffset = XRvector();
705 }
706
707
708 //Angular properties
709 private void ProcessXR_angularMotorDirection()
710 {
711 vd.m_angularMotorDirection = XRvector();
712 }
713 private void ProcessXR_angularMotorTimescale()
714 {
715 vd.m_angularMotorTimescale = XRfloat();
716 }
717 private void ProcessXR_angularMotorDecayTimescale()
718 {
719 vd.m_angularMotorDecayTimescale = XRfloat();
720 }
721 private void ProcessXR_angularFrictionTimescale()
722 {
723 vd.m_angularFrictionTimescale = XRvector();
724 }
725
726 //Deflection properties
727 private void ProcessXR_angularDeflectionEfficiency()
728 {
729 vd.m_angularDeflectionEfficiency = XRfloat();
730 }
731 private void ProcessXR_angularDeflectionTimescale()
732 {
733 vd.m_angularDeflectionTimescale = XRfloat();
734 }
735 private void ProcessXR_linearDeflectionEfficiency()
736 {
737 vd.m_linearDeflectionEfficiency = XRfloat();
738 }
739 private void ProcessXR_linearDeflectionTimescale()
740 {
741 vd.m_linearDeflectionTimescale = XRfloat();
742 }
743
744 //Banking properties
745 private void ProcessXR_bankingEfficiency()
746 {
747 vd.m_bankingEfficiency = XRfloat();
748 }
749 private void ProcessXR_bankingMix()
750 {
751 vd.m_bankingMix = XRfloat();
752 }
753 private void ProcessXR_bankingTimescale()
754 {
755 vd.m_bankingTimescale = XRfloat();
756 }
757
758 //Hover and Buoyancy properties
759 private void ProcessXR_VhoverHeight()
760 {
761 vd.m_VhoverHeight = XRfloat();
762 }
763 private void ProcessXR_VhoverEfficiency()
764 {
765 vd.m_VhoverEfficiency = XRfloat();
766 }
767 private void ProcessXR_VhoverTimescale()
768 {
769 vd.m_VhoverTimescale = XRfloat();
770 }
771
772 private void ProcessXR_VehicleBuoyancy()
773 {
774 vd.m_VehicleBuoyancy = XRfloat();
775 }
776
777 //Attractor properties
778 private void ProcessXR_verticalAttractionEfficiency()
779 {
780 vd.m_verticalAttractionEfficiency = XRfloat();
781 }
782 private void ProcessXR_verticalAttractionTimescale()
783 {
784 vd.m_verticalAttractionTimescale = XRfloat();
785 }
786
787 private void ProcessXR_referenceFrame()
788 {
789 vd.m_referenceFrame = XRquat();
790 }
791 }
792}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9ff8467..9776a82 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;
@@ -2209,7 +2364,10 @@ namespace OpenSim.Region.Framework.Scenes
2209 } 2364 }
2210 else 2365 else
2211 { 2366 {
2212 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2367 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2368 continue;
2369
2370 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2213 continue; 2371 continue;
2214 2372
2215 if (sog.GroupID != groupID) 2373 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 3e9583c..19f319c 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 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 132 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
132 public bool LoginLock = false; 133 public bool LoginLock = false;
@@ -142,12 +143,14 @@ namespace OpenSim.Region.Framework.Scenes
142 143
143 protected int m_splitRegionID; 144 protected int m_splitRegionID;
144 protected Timer m_restartWaitTimer = new Timer(); 145 protected Timer m_restartWaitTimer = new Timer();
146 protected Timer m_timerWatchdog = new Timer();
145 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 147 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
146 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 148 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
147 protected string m_simulatorVersion = "OpenSimulator Server"; 149 protected string m_simulatorVersion = "OpenSimulator Server";
148 protected ModuleLoader m_moduleLoader; 150 protected ModuleLoader m_moduleLoader;
149 protected AgentCircuitManager m_authenticateHandler; 151 protected AgentCircuitManager m_authenticateHandler;
150 protected SceneCommunicationService m_sceneGridService; 152 protected SceneCommunicationService m_sceneGridService;
153 protected ISnmpModule m_snmpService = null;
151 154
152 protected ISimulationDataService m_SimulationDataService; 155 protected ISimulationDataService m_SimulationDataService;
153 protected IEstateDataService m_EstateDataService; 156 protected IEstateDataService m_EstateDataService;
@@ -209,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
209 private int m_update_events = 1; 212 private int m_update_events = 1;
210 private int m_update_backup = 200; 213 private int m_update_backup = 200;
211 private int m_update_terrain = 50; 214 private int m_update_terrain = 50;
212// private int m_update_land = 1; 215 private int m_update_land = 10;
213 private int m_update_coarse_locations = 50; 216 private int m_update_coarse_locations = 50;
214 217
215 private int agentMS; 218 private int agentMS;
@@ -229,6 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
229 /// </summary> 232 /// </summary>
230 private int m_lastFrameTick; 233 private int m_lastFrameTick;
231 234
235 public bool CombineRegions = false;
232 /// <summary> 236 /// <summary>
233 /// Tick at which the last maintenance run occurred. 237 /// Tick at which the last maintenance run occurred.
234 /// </summary> 238 /// </summary>
@@ -259,6 +263,11 @@ namespace OpenSim.Region.Framework.Scenes
259 /// </summary> 263 /// </summary>
260 private int m_LastLogin; 264 private int m_LastLogin;
261 265
266 private int m_lastIncoming;
267 private int m_lastOutgoing;
268 private int m_hbRestarts = 0;
269
270
262 /// <summary> 271 /// <summary>
263 /// Thread that runs the scene loop. 272 /// Thread that runs the scene loop.
264 /// </summary> 273 /// </summary>
@@ -274,7 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private volatile bool m_shuttingDown; 283 private volatile bool m_shuttingDown;
275 284
276// private int m_lastUpdate; 285// private int m_lastUpdate;
277// private bool m_firstHeartbeat = true; 286 private bool m_firstHeartbeat = true;
278 287
279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 288 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
280 private bool m_reprioritizationEnabled = true; 289 private bool m_reprioritizationEnabled = true;
@@ -319,6 +328,19 @@ namespace OpenSim.Region.Framework.Scenes
319 get { return m_sceneGridService; } 328 get { return m_sceneGridService; }
320 } 329 }
321 330
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
322 public ISimulationDataService SimulationDataService 344 public ISimulationDataService SimulationDataService
323 { 345 {
324 get 346 get
@@ -617,7 +639,9 @@ namespace OpenSim.Region.Framework.Scenes
617 m_sceneGridService = sceneGridService; 639 m_sceneGridService = sceneGridService;
618 m_SimulationDataService = simDataService; 640 m_SimulationDataService = simDataService;
619 m_EstateDataService = estateDataService; 641 m_EstateDataService = estateDataService;
620 m_regionHandle = RegionInfo.RegionHandle; 642 m_regionHandle = m_regInfo.RegionHandle;
643 m_lastIncoming = 0;
644 m_lastOutgoing = 0;
621 645
622 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 646 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
623 m_asyncSceneObjectDeleter.Enabled = true; 647 m_asyncSceneObjectDeleter.Enabled = true;
@@ -698,120 +722,129 @@ namespace OpenSim.Region.Framework.Scenes
698 722
699 // Region config overrides global config 723 // Region config overrides global config
700 // 724 //
701 if (m_config.Configs["Startup"] != null) 725 try
702 { 726 {
703 IConfig startupConfig = m_config.Configs["Startup"]; 727 if (m_config.Configs["Startup"] != null)
704
705 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
706 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
707 if (!m_useBackup)
708 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
709
710 //Animation states
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
712
713 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
714 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
715
716 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
717 if (RegionInfo.NonphysPrimMax > 0)
718 {
719 m_maxNonphys = RegionInfo.NonphysPrimMax;
720 }
721
722 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
723
724 if (RegionInfo.PhysPrimMax > 0)
725 { 728 {
726 m_maxPhys = RegionInfo.PhysPrimMax; 729 IConfig startupConfig = m_config.Configs["Startup"];
727 }
728 730
729 // Here, if clamping is requested in either global or 731 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
730 // local config, it will be used 732 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
731 // 733 if (!m_useBackup)
732 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 734 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
733 if (RegionInfo.ClampPrimSize) 735
734 { 736 //Animation states
735 m_clampPrimSize = true; 737 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
736 }
737 738
738 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 739 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
739 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 740 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
740 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
741 m_dontPersistBefore =
742 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
743 m_dontPersistBefore *= 10000000;
744 m_persistAfter =
745 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
746 m_persistAfter *= 10000000;
747 741
748 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 742 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
743 if (RegionInfo.NonphysPrimMax > 0)
744 {
745 m_maxNonphys = RegionInfo.NonphysPrimMax;
746 }
749 747
750 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 748 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
751 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
752 749
753 IConfig packetConfig = m_config.Configs["PacketPool"]; 750 if (RegionInfo.PhysPrimMax > 0)
754 if (packetConfig != null) 751 {
755 { 752 m_maxPhys = RegionInfo.PhysPrimMax;
756 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 753 }
757 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
758 }
759 754
760 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 755 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
756 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
761 757
762 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 758 // Here, if clamping is requested in either global or
763 if (m_generateMaptiles) 759 // local config, it will be used
764 { 760 //
765 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 761 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
766 if (maptileRefresh != 0) 762 if (RegionInfo.ClampPrimSize)
767 { 763 {
768 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 764 m_clampPrimSize = true;
769 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
770 m_mapGenerationTimer.AutoReset = true;
771 m_mapGenerationTimer.Start();
772 } 765 }
773 }
774 else
775 {
776 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
777 UUID tileID;
778 766
779 if (UUID.TryParse(tile, out tileID)) 767 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
768 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
769 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
770 m_dontPersistBefore =
771 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
772 m_dontPersistBefore *= 10000000;
773 m_persistAfter =
774 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
775 m_persistAfter *= 10000000;
776
777 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
778 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
779
780 IConfig packetConfig = m_config.Configs["PacketPool"];
781 if (packetConfig != null)
780 { 782 {
781 RegionInfo.RegionSettings.TerrainImageID = tileID; 783 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
784 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
782 } 785 }
783 }
784 786
785 string grant = startupConfig.GetString("AllowedClients", String.Empty); 787 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
786 if (grant.Length > 0) 788 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
787 { 789 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
788 foreach (string viewer in grant.Split('|')) 790
791 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
792 if (m_generateMaptiles)
789 { 793 {
790 m_AllowedViewers.Add(viewer.Trim().ToLower()); 794 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
795 if (maptileRefresh != 0)
796 {
797 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
798 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
799 m_mapGenerationTimer.AutoReset = true;
800 m_mapGenerationTimer.Start();
801 }
791 } 802 }
792 } 803 else
804 {
805 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
806 UUID tileID;
793 807
794 grant = startupConfig.GetString("BannedClients", String.Empty); 808 if (UUID.TryParse(tile, out tileID))
795 if (grant.Length > 0) 809 {
796 { 810 RegionInfo.RegionSettings.TerrainImageID = tileID;
797 foreach (string viewer in grant.Split('|')) 811 }
812 }
813
814 string grant = startupConfig.GetString("AllowedClients", String.Empty);
815 if (grant.Length > 0)
798 { 816 {
799 m_BannedViewers.Add(viewer.Trim().ToLower()); 817 foreach (string viewer in grant.Split(','))
818 {
819 m_AllowedViewers.Add(viewer.Trim().ToLower());
820 }
800 } 821 }
801 }
802 822
803 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 823 grant = startupConfig.GetString("BannedClients", String.Empty);
804 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 824 if (grant.Length > 0)
805 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 825 {
806 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 826 foreach (string viewer in grant.Split(','))
807 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 827 {
808 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 828 m_BannedViewers.Add(viewer.Trim().ToLower());
809 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 829 }
810 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 830 }
811 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
812 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
813 831
814 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 832 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
833 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
834 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
835 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
836 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
837 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
838 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
839 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
840 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
841 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
842 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
843 }
844 }
845 catch (Exception e)
846 {
847 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
815 } 848 }
816 849
817 #endregion Region Config 850 #endregion Region Config
@@ -1237,7 +1270,22 @@ namespace OpenSim.Region.Framework.Scenes
1237 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1270 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1238 if (m_heartbeatThread != null) 1271 if (m_heartbeatThread != null)
1239 { 1272 {
1273 m_hbRestarts++;
1274 if(m_hbRestarts > 10)
1275 Environment.Exit(1);
1276 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1277
1278//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1279//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1280//proc.EnableRaisingEvents=false;
1281//proc.StartInfo.FileName = "/bin/kill";
1282//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1283//proc.Start();
1284//proc.WaitForExit();
1285//Thread.Sleep(1000);
1286//Environment.Exit(1);
1240 m_heartbeatThread.Abort(); 1287 m_heartbeatThread.Abort();
1288 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1241 m_heartbeatThread = null; 1289 m_heartbeatThread = null;
1242 } 1290 }
1243// m_lastUpdate = Util.EnvironmentTickCount(); 1291// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1528,6 +1576,8 @@ namespace OpenSim.Region.Framework.Scenes
1528 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1576 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1529 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1577 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1530 1578
1579 m_firstHeartbeat = false;
1580
1531 if (tmpMS > 0) 1581 if (tmpMS > 0)
1532 { 1582 {
1533 Thread.Sleep(tmpMS); 1583 Thread.Sleep(tmpMS);
@@ -1578,9 +1628,9 @@ namespace OpenSim.Region.Framework.Scenes
1578 1628
1579 private void CheckAtTargets() 1629 private void CheckAtTargets()
1580 { 1630 {
1581 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1631 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1582 lock (m_groupsWithTargets) 1632 lock (m_groupsWithTargets)
1583 objs = m_groupsWithTargets.Values; 1633 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1584 1634
1585 foreach (SceneObjectGroup entry in objs) 1635 foreach (SceneObjectGroup entry in objs)
1586 entry.checkAtTargets(); 1636 entry.checkAtTargets();
@@ -1661,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1661 msg.fromAgentName = "Server"; 1711 msg.fromAgentName = "Server";
1662 msg.dialog = (byte)19; // Object msg 1712 msg.dialog = (byte)19; // Object msg
1663 msg.fromGroup = false; 1713 msg.fromGroup = false;
1664 msg.offline = (byte)0; 1714 msg.offline = (byte)1;
1665 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1715 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1666 msg.Position = Vector3.Zero; 1716 msg.Position = Vector3.Zero;
1667 msg.RegionID = RegionInfo.RegionID.Guid; 1717 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1883,6 +1933,19 @@ namespace OpenSim.Region.Framework.Scenes
1883 EventManager.TriggerPrimsLoaded(this); 1933 EventManager.TriggerPrimsLoaded(this);
1884 } 1934 }
1885 1935
1936 public bool SuportsRayCastFiltered()
1937 {
1938 if (PhysicsScene == null)
1939 return false;
1940 return PhysicsScene.SuportsRaycastWorldFiltered();
1941 }
1942
1943 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1944 {
1945 if (PhysicsScene == null)
1946 return null;
1947 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1948 }
1886 1949
1887 /// <summary> 1950 /// <summary>
1888 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1951 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1899,14 +1962,24 @@ namespace OpenSim.Region.Framework.Scenes
1899 /// <returns></returns> 1962 /// <returns></returns>
1900 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1963 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1901 { 1964 {
1965
1966 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1967 Vector3 wpos = Vector3.Zero;
1968 // Check for water surface intersection from above
1969 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1970 {
1971 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1972 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1973 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1974 wpos.Z = wheight;
1975 }
1976
1902 Vector3 pos = Vector3.Zero; 1977 Vector3 pos = Vector3.Zero;
1903 if (RayEndIsIntersection == (byte)1) 1978 if (RayEndIsIntersection == (byte)1)
1904 { 1979 {
1905 pos = RayEnd; 1980 pos = RayEnd;
1906 return pos;
1907 } 1981 }
1908 1982 else if (RayTargetID != UUID.Zero)
1909 if (RayTargetID != UUID.Zero)
1910 { 1983 {
1911 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1984 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1912 1985
@@ -1928,7 +2001,7 @@ namespace OpenSim.Region.Framework.Scenes
1928 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2001 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1929 2002
1930 // Un-comment out the following line to Get Raytrace results printed to the console. 2003 // Un-comment out the following line to Get Raytrace results printed to the console.
1931 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2004 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1932 float ScaleOffset = 0.5f; 2005 float ScaleOffset = 0.5f;
1933 2006
1934 // If we hit something 2007 // If we hit something
@@ -1951,13 +2024,10 @@ namespace OpenSim.Region.Framework.Scenes
1951 //pos.Z -= 0.25F; 2024 //pos.Z -= 0.25F;
1952 2025
1953 } 2026 }
1954
1955 return pos;
1956 } 2027 }
1957 else 2028 else
1958 { 2029 {
1959 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2030 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1960
1961 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2031 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1962 2032
1963 // Un-comment the following line to print the raytrace results to the console. 2033 // Un-comment the following line to print the raytrace results to the console.
@@ -1966,13 +2036,12 @@ namespace OpenSim.Region.Framework.Scenes
1966 if (ei.HitTF) 2036 if (ei.HitTF)
1967 { 2037 {
1968 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2038 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1969 } else 2039 }
2040 else
1970 { 2041 {
1971 // fall back to our stupid functionality 2042 // fall back to our stupid functionality
1972 pos = RayEnd; 2043 pos = RayEnd;
1973 } 2044 }
1974
1975 return pos;
1976 } 2045 }
1977 } 2046 }
1978 else 2047 else
@@ -1983,8 +2052,12 @@ namespace OpenSim.Region.Framework.Scenes
1983 //increase height so its above the ground. 2052 //increase height so its above the ground.
1984 //should be getting the normal of the ground at the rez point and using that? 2053 //should be getting the normal of the ground at the rez point and using that?
1985 pos.Z += scale.Z / 2f; 2054 pos.Z += scale.Z / 2f;
1986 return pos; 2055// return pos;
1987 } 2056 }
2057
2058 // check against posible water intercept
2059 if (wpos.Z > pos.Z) pos = wpos;
2060 return pos;
1988 } 2061 }
1989 2062
1990 2063
@@ -2073,7 +2146,10 @@ namespace OpenSim.Region.Framework.Scenes
2073 public bool AddRestoredSceneObject( 2146 public bool AddRestoredSceneObject(
2074 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2147 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2075 { 2148 {
2076 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2149 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2150 if (result)
2151 sceneObject.IsDeleted = false;
2152 return result;
2077 } 2153 }
2078 2154
2079 /// <summary> 2155 /// <summary>
@@ -2165,6 +2241,15 @@ namespace OpenSim.Region.Framework.Scenes
2165 /// </summary> 2241 /// </summary>
2166 public void DeleteAllSceneObjects() 2242 public void DeleteAllSceneObjects()
2167 { 2243 {
2244 DeleteAllSceneObjects(false);
2245 }
2246
2247 /// <summary>
2248 /// Delete every object from the scene. This does not include attachments worn by avatars.
2249 /// </summary>
2250 public void DeleteAllSceneObjects(bool exceptNoCopy)
2251 {
2252 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2168 lock (Entities) 2253 lock (Entities)
2169 { 2254 {
2170 EntityBase[] entities = Entities.GetEntities(); 2255 EntityBase[] entities = Entities.GetEntities();
@@ -2173,11 +2258,24 @@ namespace OpenSim.Region.Framework.Scenes
2173 if (e is SceneObjectGroup) 2258 if (e is SceneObjectGroup)
2174 { 2259 {
2175 SceneObjectGroup sog = (SceneObjectGroup)e; 2260 SceneObjectGroup sog = (SceneObjectGroup)e;
2176 if (!sog.IsAttachment) 2261 if (sog != null && !sog.IsAttachment)
2177 DeleteSceneObject((SceneObjectGroup)e, false); 2262 {
2263 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2264 {
2265 DeleteSceneObject((SceneObjectGroup)e, false);
2266 }
2267 else
2268 {
2269 toReturn.Add((SceneObjectGroup)e);
2270 }
2271 }
2178 } 2272 }
2179 } 2273 }
2180 } 2274 }
2275 if (toReturn.Count > 0)
2276 {
2277 returnObjects(toReturn.ToArray(), UUID.Zero);
2278 }
2181 } 2279 }
2182 2280
2183 /// <summary> 2281 /// <summary>
@@ -2229,6 +2327,8 @@ namespace OpenSim.Region.Framework.Scenes
2229 } 2327 }
2230 2328
2231 group.DeleteGroupFromScene(silent); 2329 group.DeleteGroupFromScene(silent);
2330 if (!silent)
2331 SendKillObject(new List<uint>() { group.LocalId });
2232 2332
2233// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2333// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2234 } 2334 }
@@ -2519,7 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2519 // If the user is banned, we won't let any of their objects 2619 // If the user is banned, we won't let any of their objects
2520 // enter. Period. 2620 // enter. Period.
2521 // 2621 //
2522 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2622 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2523 { 2623 {
2524 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2624 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2525 return false; 2625 return false;
@@ -2527,6 +2627,8 @@ namespace OpenSim.Region.Framework.Scenes
2527 2627
2528 if (newPosition != Vector3.Zero) 2628 if (newPosition != Vector3.Zero)
2529 newObject.RootPart.GroupPosition = newPosition; 2629 newObject.RootPart.GroupPosition = newPosition;
2630 if (newObject.RootPart.KeyframeMotion != null)
2631 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2530 2632
2531 if (!AddSceneObject(newObject)) 2633 if (!AddSceneObject(newObject))
2532 { 2634 {
@@ -2571,6 +2673,23 @@ namespace OpenSim.Region.Framework.Scenes
2571 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2673 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2572 public bool AddSceneObject(SceneObjectGroup sceneObject) 2674 public bool AddSceneObject(SceneObjectGroup sceneObject)
2573 { 2675 {
2676 if (sceneObject.OwnerID == UUID.Zero)
2677 {
2678 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2679 return false;
2680 }
2681
2682 // If the user is banned, we won't let any of their objects
2683 // enter. Period.
2684 //
2685 int flags = GetUserFlags(sceneObject.OwnerID);
2686 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2687 {
2688 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2689
2690 return false;
2691 }
2692
2574 // Force allocation of new LocalId 2693 // Force allocation of new LocalId
2575 // 2694 //
2576 SceneObjectPart[] parts = sceneObject.Parts; 2695 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2604,16 +2723,27 @@ namespace OpenSim.Region.Framework.Scenes
2604 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2723 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2605 2724
2606 if (AttachmentsModule != null) 2725 if (AttachmentsModule != null)
2607 AttachmentsModule.AttachObject(sp, grp, 0, false); 2726 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2608 } 2727 }
2609 else 2728 else
2610 { 2729 {
2730 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2611 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2731 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2612 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2732 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2613 } 2733 }
2734 if (sceneObject.OwnerID == UUID.Zero)
2735 {
2736 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2737 return false;
2738 }
2614 } 2739 }
2615 else 2740 else
2616 { 2741 {
2742 if (sceneObject.OwnerID == UUID.Zero)
2743 {
2744 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2745 return false;
2746 }
2617 AddRestoredSceneObject(sceneObject, true, false); 2747 AddRestoredSceneObject(sceneObject, true, false);
2618 } 2748 }
2619 2749
@@ -2630,6 +2760,24 @@ namespace OpenSim.Region.Framework.Scenes
2630 return 2; // StateSource.PrimCrossing 2760 return 2; // StateSource.PrimCrossing
2631 } 2761 }
2632 2762
2763 public int GetUserFlags(UUID user)
2764 {
2765 //Unfortunately the SP approach means that the value is cached until region is restarted
2766 /*
2767 ScenePresence sp;
2768 if (TryGetScenePresence(user, out sp))
2769 {
2770 return sp.UserFlags;
2771 }
2772 else
2773 {
2774 */
2775 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2776 if (uac == null)
2777 return 0;
2778 return uac.UserFlags;
2779 //}
2780 }
2633 #endregion 2781 #endregion
2634 2782
2635 #region Add/Remove Avatar Methods 2783 #region Add/Remove Avatar Methods
@@ -2643,7 +2791,7 @@ namespace OpenSim.Region.Framework.Scenes
2643 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2791 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2644 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2792 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2645 2793
2646// CheckHeartbeat(); 2794 CheckHeartbeat();
2647 2795
2648 ScenePresence sp = GetScenePresence(client.AgentId); 2796 ScenePresence sp = GetScenePresence(client.AgentId);
2649 2797
@@ -2697,7 +2845,13 @@ namespace OpenSim.Region.Framework.Scenes
2697 2845
2698 EventManager.TriggerOnNewClient(client); 2846 EventManager.TriggerOnNewClient(client);
2699 if (vialogin) 2847 if (vialogin)
2848 {
2700 EventManager.TriggerOnClientLogin(client); 2849 EventManager.TriggerOnClientLogin(client);
2850 // Send initial parcel data
2851 Vector3 pos = sp.AbsolutePosition;
2852 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2853 land.SendLandUpdateToClient(client);
2854 }
2701 2855
2702 return sp; 2856 return sp;
2703 } 2857 }
@@ -2786,19 +2940,12 @@ namespace OpenSim.Region.Framework.Scenes
2786 // and the scene presence and the client, if they exist 2940 // and the scene presence and the client, if they exist
2787 try 2941 try
2788 { 2942 {
2789 // We need to wait for the client to make UDP contact first. 2943 ScenePresence sp = GetScenePresence(agentID);
2790 // It's the UDP contact that creates the scene presence 2944 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2791 ScenePresence sp = WaitGetScenePresence(agentID); 2945
2792 if (sp != null) 2946 if (sp != null)
2793 {
2794 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2795
2796 sp.ControllingClient.Close(); 2947 sp.ControllingClient.Close();
2797 } 2948
2798 else
2799 {
2800 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2801 }
2802 // BANG! SLASH! 2949 // BANG! SLASH!
2803 m_authenticateHandler.RemoveCircuit(agentID); 2950 m_authenticateHandler.RemoveCircuit(agentID);
2804 2951
@@ -2843,6 +2990,8 @@ namespace OpenSim.Region.Framework.Scenes
2843 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2990 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2844 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2991 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2845 2992
2993 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2994
2846 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2995 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2847 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2996 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2848 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2997 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2899,6 +3048,7 @@ namespace OpenSim.Region.Framework.Scenes
2899 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3048 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2900 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3049 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2901 client.OnCopyInventoryItem += CopyInventoryItem; 3050 client.OnCopyInventoryItem += CopyInventoryItem;
3051 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2902 client.OnMoveInventoryItem += MoveInventoryItem; 3052 client.OnMoveInventoryItem += MoveInventoryItem;
2903 client.OnRemoveInventoryItem += RemoveInventoryItem; 3053 client.OnRemoveInventoryItem += RemoveInventoryItem;
2904 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3054 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2970,6 +3120,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3120 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2971 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3121 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2972 3122
3123 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3124
2973 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3125 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2974 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3126 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2975 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3127 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3072,7 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
3072 /// </summary> 3224 /// </summary>
3073 /// <param name="agentId">The avatar's Unique ID</param> 3225 /// <param name="agentId">The avatar's Unique ID</param>
3074 /// <param name="client">The IClientAPI for the client</param> 3226 /// <param name="client">The IClientAPI for the client</param>
3075 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3227 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3076 { 3228 {
3077 if (EntityTransferModule != null) 3229 if (EntityTransferModule != null)
3078 { 3230 {
@@ -3083,6 +3235,7 @@ namespace OpenSim.Region.Framework.Scenes
3083 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3235 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3084 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3236 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3085 } 3237 }
3238 return false;
3086 } 3239 }
3087 3240
3088 /// <summary> 3241 /// <summary>
@@ -3192,6 +3345,16 @@ namespace OpenSim.Region.Framework.Scenes
3192 /// <param name="flags"></param> 3345 /// <param name="flags"></param>
3193 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3346 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3194 { 3347 {
3348 //Add half the avatar's height so that the user doesn't fall through prims
3349 ScenePresence presence;
3350 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3351 {
3352 if (presence.Appearance != null)
3353 {
3354 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3355 }
3356 }
3357
3195 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3358 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3196 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3359 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3197 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3360 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3320,6 +3483,7 @@ namespace OpenSim.Region.Framework.Scenes
3320 avatar.Close(); 3483 avatar.Close();
3321 3484
3322 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3485 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3486 m_log.Debug("[Scene] The avatar has left the building");
3323 } 3487 }
3324 catch (Exception e) 3488 catch (Exception e)
3325 { 3489 {
@@ -3513,13 +3677,16 @@ namespace OpenSim.Region.Framework.Scenes
3513 sp = null; 3677 sp = null;
3514 } 3678 }
3515 3679
3516 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3517 3680
3518 //On login test land permisions 3681 //On login test land permisions
3519 if (vialogin) 3682 if (vialogin)
3520 { 3683 {
3521 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3684 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3685 if (cache != null)
3686 cache.Remove(agent.firstname + " " + agent.lastname);
3687 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3522 { 3688 {
3689 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3523 return false; 3690 return false;
3524 } 3691 }
3525 } 3692 }
@@ -3542,9 +3709,15 @@ namespace OpenSim.Region.Framework.Scenes
3542 3709
3543 try 3710 try
3544 { 3711 {
3545 if (!AuthorizeUser(agent, out reason)) 3712 // Always check estate if this is a login. Always
3546 return false; 3713 // check if banned regions are to be blacked out.
3547 } catch (Exception e) 3714 if (vialogin || (!m_seeIntoBannedRegion))
3715 {
3716 if (!AuthorizeUser(agent, out reason))
3717 return false;
3718 }
3719 }
3720 catch (Exception e)
3548 { 3721 {
3549 m_log.ErrorFormat( 3722 m_log.ErrorFormat(
3550 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3723 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3675,6 +3848,8 @@ namespace OpenSim.Region.Framework.Scenes
3675 } 3848 }
3676 3849
3677 // Honor parcel landing type and position. 3850 // Honor parcel landing type and position.
3851 /*
3852 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3678 if (land != null) 3853 if (land != null)
3679 { 3854 {
3680 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3855 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3682,25 +3857,34 @@ namespace OpenSim.Region.Framework.Scenes
3682 agent.startpos = land.LandData.UserLocation; 3857 agent.startpos = land.LandData.UserLocation;
3683 } 3858 }
3684 } 3859 }
3860 */// This is now handled properly in ScenePresence.MakeRootAgent
3685 } 3861 }
3686 3862
3687 return true; 3863 return true;
3688 } 3864 }
3689 3865
3690 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3866 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3691 { 3867 {
3692 bool banned = land.IsBannedFromLand(agent.AgentID); 3868 reason = String.Empty;
3693 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3869 if (Permissions.IsGod(agentID))
3870 return true;
3871
3872 ILandObject land = LandChannel.GetLandObject(posX, posY);
3873 if (land == null)
3874 return false;
3875
3876 bool banned = land.IsBannedFromLand(agentID);
3877 bool restricted = land.IsRestrictedFromLand(agentID);
3694 3878
3695 if (banned || restricted) 3879 if (banned || restricted)
3696 { 3880 {
3697 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3881 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3698 if (nearestParcel != null) 3882 if (nearestParcel != null)
3699 { 3883 {
3700 //Move agent to nearest allowed 3884 //Move agent to nearest allowed
3701 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3885 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3702 agent.startpos.X = newPosition.X; 3886 posX = newPosition.X;
3703 agent.startpos.Y = newPosition.Y; 3887 posY = newPosition.Y;
3704 } 3888 }
3705 else 3889 else
3706 { 3890 {
@@ -3762,7 +3946,7 @@ namespace OpenSim.Region.Framework.Scenes
3762 3946
3763 if (!m_strictAccessControl) return true; 3947 if (!m_strictAccessControl) return true;
3764 if (Permissions.IsGod(agent.AgentID)) return true; 3948 if (Permissions.IsGod(agent.AgentID)) return true;
3765 3949
3766 if (AuthorizationService != null) 3950 if (AuthorizationService != null)
3767 { 3951 {
3768 if (!AuthorizationService.IsAuthorizedForRegion( 3952 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3777,7 +3961,7 @@ namespace OpenSim.Region.Framework.Scenes
3777 3961
3778 if (RegionInfo.EstateSettings != null) 3962 if (RegionInfo.EstateSettings != null)
3779 { 3963 {
3780 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 3964 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3781 { 3965 {
3782 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3966 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3783 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3967 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3967,6 +4151,15 @@ namespace OpenSim.Region.Framework.Scenes
3967 4151
3968 // XPTO: if this agent is not allowed here as root, always return false 4152 // XPTO: if this agent is not allowed here as root, always return false
3969 4153
4154 // We have to wait until the viewer contacts this region after receiving EAC.
4155 // That calls AddNewClient, which finally creates the ScenePresence
4156 int flags = GetUserFlags(cAgentData.AgentID);
4157 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4158 {
4159 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4160 return false;
4161 }
4162
3970 // TODO: This check should probably be in QueryAccess(). 4163 // TODO: This check should probably be in QueryAccess().
3971 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4164 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3972 if (nearestParcel == null) 4165 if (nearestParcel == null)
@@ -4060,12 +4253,22 @@ namespace OpenSim.Region.Framework.Scenes
4060 return false; 4253 return false;
4061 } 4254 }
4062 4255
4256 public bool IncomingCloseAgent(UUID agentID)
4257 {
4258 return IncomingCloseAgent(agentID, false);
4259 }
4260
4261 public bool IncomingCloseChildAgent(UUID agentID)
4262 {
4263 return IncomingCloseAgent(agentID, true);
4264 }
4265
4063 /// <summary> 4266 /// <summary>
4064 /// Tell a single agent to disconnect from the region. 4267 /// Tell a single agent to disconnect from the region.
4065 /// </summary> 4268 /// </summary>
4066 /// <param name="regionHandle"></param>
4067 /// <param name="agentID"></param> 4269 /// <param name="agentID"></param>
4068 public bool IncomingCloseAgent(UUID agentID) 4270 /// <param name="childOnly"></param>
4271 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4069 { 4272 {
4070 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4273 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4071 4274
@@ -4669,35 +4872,81 @@ namespace OpenSim.Region.Framework.Scenes
4669 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 4872 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4670 } 4873 }
4671 4874
4672 public int GetHealth() 4875 public int GetHealth(out int flags, out string message)
4673 { 4876 {
4674 // Returns: 4877 // Returns:
4675 // 1 = sim is up and accepting http requests. The heartbeat has 4878 // 1 = sim is up and accepting http requests. The heartbeat has
4676 // stopped and the sim is probably locked up, but a remote 4879 // stopped and the sim is probably locked up, but a remote
4677 // admin restart may succeed 4880 // admin restart may succeed
4678 // 4881 //
4679 // 2 = Sim is up and the heartbeat is running. The sim is likely 4882 // 2 = Sim is up and the heartbeat is running. The sim is likely
4680 // usable for people within and logins _may_ work 4883 // usable for people within
4884 //
4885 // 3 = Sim is up and one packet thread is running. Sim is
4886 // unstable and will not accept new logins
4681 // 4887 //
4682 // 3 = We have seen a new user enter within the past 4 minutes 4888 // 4 = Sim is up and both packet threads are running. Sim is
4889 // likely usable
4890 //
4891 // 5 = We have seen a new user enter within the past 4 minutes
4683 // which can be seen as positive confirmation of sim health 4892 // which can be seen as positive confirmation of sim health
4684 // 4893 //
4894
4895 flags = 0;
4896 message = String.Empty;
4897
4898 CheckHeartbeat();
4899
4900 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4901 {
4902 // We're still starting
4903 // 0 means "in startup", it can't happen another way, since
4904 // to get here, we must be able to accept http connections
4905 return 0;
4906 }
4907
4685 int health=1; // Start at 1, means we're up 4908 int health=1; // Start at 1, means we're up
4686 4909
4687 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4910 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4688 health += 1; 4911 {
4912 health+=1;
4913 flags |= 1;
4914 }
4915
4916 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4917 {
4918 health+=1;
4919 flags |= 2;
4920 }
4921
4922 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4923 {
4924 health+=1;
4925 flags |= 4;
4926 }
4689 else 4927 else
4928 {
4929int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4930System.Diagnostics.Process proc = new System.Diagnostics.Process();
4931proc.EnableRaisingEvents=false;
4932proc.StartInfo.FileName = "/bin/kill";
4933proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4934proc.Start();
4935proc.WaitForExit();
4936Thread.Sleep(1000);
4937Environment.Exit(1);
4938 }
4939
4940 if (flags != 7)
4690 return health; 4941 return health;
4691 4942
4692 // A login in the last 4 mins? We can't be doing too badly 4943 // A login in the last 4 mins? We can't be doing too badly
4693 // 4944 //
4694 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4945 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4695 health++; 4946 health++;
4696 else 4947 else
4697 return health; 4948 return health;
4698 4949
4699// CheckHeartbeat();
4700
4701 return health; 4950 return health;
4702 } 4951 }
4703 4952
@@ -4785,7 +5034,7 @@ namespace OpenSim.Region.Framework.Scenes
4785 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5034 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4786 if (wasUsingPhysics) 5035 if (wasUsingPhysics)
4787 { 5036 {
4788 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 5037 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
4789 } 5038 }
4790 } 5039 }
4791 5040
@@ -4884,14 +5133,14 @@ namespace OpenSim.Region.Framework.Scenes
4884 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5133 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4885 } 5134 }
4886 5135
4887// private void CheckHeartbeat() 5136 private void CheckHeartbeat()
4888// { 5137 {
4889// if (m_firstHeartbeat) 5138 if (m_firstHeartbeat)
4890// return; 5139 return;
4891// 5140
4892// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5141 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4893// StartTimer(); 5142 Start();
4894// } 5143 }
4895 5144
4896 public override ISceneObject DeserializeObject(string representation) 5145 public override ISceneObject DeserializeObject(string representation)
4897 { 5146 {
@@ -4903,9 +5152,14 @@ namespace OpenSim.Region.Framework.Scenes
4903 get { return m_allowScriptCrossings; } 5152 get { return m_allowScriptCrossings; }
4904 } 5153 }
4905 5154
4906 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5155 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4907 { 5156 {
4908 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5157 return GetNearestAllowedPosition(avatar, null);
5158 }
5159
5160 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5161 {
5162 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4909 5163
4910 if (nearestParcel != null) 5164 if (nearestParcel != null)
4911 { 5165 {
@@ -4914,10 +5168,7 @@ namespace OpenSim.Region.Framework.Scenes
4914 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5168 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4915 if (nearestPoint != null) 5169 if (nearestPoint != null)
4916 { 5170 {
4917// m_log.DebugFormat( 5171 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4918// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4919// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4920
4921 return nearestPoint.Value; 5172 return nearestPoint.Value;
4922 } 5173 }
4923 5174
@@ -4927,17 +5178,20 @@ namespace OpenSim.Region.Framework.Scenes
4927 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5178 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4928 if (nearestPoint != null) 5179 if (nearestPoint != null)
4929 { 5180 {
4930// m_log.DebugFormat( 5181 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4931// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4932
4933 return nearestPoint.Value; 5182 return nearestPoint.Value;
4934 } 5183 }
4935 5184
4936 //Ultimate backup if we have no idea where they are 5185 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4937// m_log.DebugFormat( 5186 if (dest != excludeParcel)
4938// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5187 {
5188 // Ultimate backup if we have no idea where they are and
5189 // the last allowed position was in another parcel
5190 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5191 return avatar.lastKnownAllowedPosition;
5192 }
4939 5193
4940 return avatar.lastKnownAllowedPosition; 5194 // else fall through to region edge
4941 } 5195 }
4942 5196
4943 //Go to the edge, this happens in teleporting to a region with no available parcels 5197 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4971,13 +5225,18 @@ namespace OpenSim.Region.Framework.Scenes
4971 5225
4972 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5226 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4973 { 5227 {
5228 return GetNearestAllowedParcel(avatarId, x, y, null);
5229 }
5230
5231 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5232 {
4974 List<ILandObject> all = AllParcels(); 5233 List<ILandObject> all = AllParcels();
4975 float minParcelDistance = float.MaxValue; 5234 float minParcelDistance = float.MaxValue;
4976 ILandObject nearestParcel = null; 5235 ILandObject nearestParcel = null;
4977 5236
4978 foreach (var parcel in all) 5237 foreach (var parcel in all)
4979 { 5238 {
4980 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5239 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4981 { 5240 {
4982 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5241 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4983 if (parcelDistance < minParcelDistance) 5242 if (parcelDistance < minParcelDistance)
@@ -5219,7 +5478,55 @@ namespace OpenSim.Region.Framework.Scenes
5219 mapModule.GenerateMaptile(); 5478 mapModule.GenerateMaptile();
5220 } 5479 }
5221 5480
5222 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5481// public void CleanDroppedAttachments()
5482// {
5483// List<SceneObjectGroup> objectsToDelete =
5484// new List<SceneObjectGroup>();
5485//
5486// lock (m_cleaningAttachments)
5487// {
5488// ForEachSOG(delegate (SceneObjectGroup grp)
5489// {
5490// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5491// {
5492// UUID agentID = grp.OwnerID;
5493// if (agentID == UUID.Zero)
5494// {
5495// objectsToDelete.Add(grp);
5496// return;
5497// }
5498//
5499// ScenePresence sp = GetScenePresence(agentID);
5500// if (sp == null)
5501// {
5502// objectsToDelete.Add(grp);
5503// return;
5504// }
5505// }
5506// });
5507// }
5508//
5509// foreach (SceneObjectGroup grp in objectsToDelete)
5510// {
5511// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5512// DeleteSceneObject(grp, true);
5513// }
5514// }
5515
5516 public void ThreadAlive(int threadCode)
5517 {
5518 switch(threadCode)
5519 {
5520 case 1: // Incoming
5521 m_lastIncoming = Util.EnvironmentTickCount();
5522 break;
5523 case 2: // Incoming
5524 m_lastOutgoing = Util.EnvironmentTickCount();
5525 break;
5526 }
5527 }
5528
5529 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5223 { 5530 {
5224 RegenerateMaptile(); 5531 RegenerateMaptile();
5225 5532
@@ -5247,6 +5554,8 @@ namespace OpenSim.Region.Framework.Scenes
5247 /// <returns></returns> 5554 /// <returns></returns>
5248 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5555 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5249 { 5556 {
5557 reason = "You are banned from the region";
5558
5250 if (EntityTransferModule.IsInTransit(agentID)) 5559 if (EntityTransferModule.IsInTransit(agentID))
5251 { 5560 {
5252 reason = "Agent is still in transit from this region"; 5561 reason = "Agent is still in transit from this region";
@@ -5258,6 +5567,12 @@ namespace OpenSim.Region.Framework.Scenes
5258 return false; 5567 return false;
5259 } 5568 }
5260 5569
5570 if (Permissions.IsGod(agentID))
5571 {
5572 reason = String.Empty;
5573 return true;
5574 }
5575
5261 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5576 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5262 // However, the long term fix is to make sure root agent count is always accurate. 5577 // However, the long term fix is to make sure root agent count is always accurate.
5263 m_sceneGraph.RecalculateStats(); 5578 m_sceneGraph.RecalculateStats();
@@ -5278,6 +5593,41 @@ namespace OpenSim.Region.Framework.Scenes
5278 } 5593 }
5279 } 5594 }
5280 5595
5596 ScenePresence presence = GetScenePresence(agentID);
5597 IClientAPI client = null;
5598 AgentCircuitData aCircuit = null;
5599
5600 if (presence != null)
5601 {
5602 client = presence.ControllingClient;
5603 if (client != null)
5604 aCircuit = client.RequestClientInfo();
5605 }
5606
5607 // We may be called before there is a presence or a client.
5608 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5609 if (client == null)
5610 {
5611 aCircuit = new AgentCircuitData();
5612 aCircuit.AgentID = agentID;
5613 aCircuit.firstname = String.Empty;
5614 aCircuit.lastname = String.Empty;
5615 }
5616
5617 try
5618 {
5619 if (!AuthorizeUser(aCircuit, out reason))
5620 {
5621 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5622 return false;
5623 }
5624 }
5625 catch (Exception e)
5626 {
5627 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5628 return false;
5629 }
5630
5281 if (position == Vector3.Zero) // Teleport 5631 if (position == Vector3.Zero) // Teleport
5282 { 5632 {
5283 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5633 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5306,13 +5656,46 @@ namespace OpenSim.Region.Framework.Scenes
5306 } 5656 }
5307 } 5657 }
5308 } 5658 }
5659
5660 float posX = 128.0f;
5661 float posY = 128.0f;
5662
5663 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5664 {
5665 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5666 return false;
5667 }
5668 }
5669 else // Walking
5670 {
5671 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5672 if (land == null)
5673 return false;
5674
5675 bool banned = land.IsBannedFromLand(agentID);
5676 bool restricted = land.IsRestrictedFromLand(agentID);
5677
5678 if (banned || restricted)
5679 return false;
5309 } 5680 }
5310 5681
5311 reason = String.Empty; 5682 reason = String.Empty;
5312 return true; 5683 return true;
5313 } 5684 }
5314 5685
5315 /// <summary> 5686 public void StartTimerWatchdog()
5687 {
5688 m_timerWatchdog.Interval = 1000;
5689 m_timerWatchdog.Elapsed += TimerWatchdog;
5690 m_timerWatchdog.AutoReset = true;
5691 m_timerWatchdog.Start();
5692 }
5693
5694 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5695 {
5696 CheckHeartbeat();
5697 }
5698
5316 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5699 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5317 /// autopilot that moves an avatar to a sit target!. 5700 /// autopilot that moves an avatar to a sit target!.
5318 /// </summary> 5701 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index f50fbfc..e8134cd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -138,6 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
138 get { return m_permissions; } 138 get { return m_permissions; }
139 } 139 }
140 140
141 protected string m_datastore;
142
141 /* Used by the loadbalancer plugin on GForge */ 143 /* Used by the loadbalancer plugin on GForge */
142 protected RegionStatus m_regStatus; 144 protected RegionStatus m_regStatus;
143 public RegionStatus RegionStatus 145 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 661e03c..5d8447b 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..33a2cc5 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.LoginsDisabled || // 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;
@@ -1394,6 +2065,11 @@ namespace OpenSim.Region.Framework.Scenes
1394 2065
1395 backup_group.ForEachPart(delegate(SceneObjectPart part) 2066 backup_group.ForEachPart(delegate(SceneObjectPart part)
1396 { 2067 {
2068 if (part.KeyframeMotion != null)
2069 {
2070 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2071 part.KeyframeMotion.UpdateSceneObject(this);
2072 }
1397 part.Inventory.ProcessInventoryBackup(datastore); 2073 part.Inventory.ProcessInventoryBackup(datastore);
1398 }); 2074 });
1399 2075
@@ -1446,10 +2122,14 @@ namespace OpenSim.Region.Framework.Scenes
1446 /// <returns></returns> 2122 /// <returns></returns>
1447 public SceneObjectGroup Copy(bool userExposed) 2123 public SceneObjectGroup Copy(bool userExposed)
1448 { 2124 {
2125 m_dupeInProgress = true;
1449 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2126 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1450 dupe.m_isBackedUp = false; 2127 dupe.m_isBackedUp = false;
1451 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2128 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1452 2129
2130 // new group as no sitting avatars
2131 dupe.m_linkedAvatars = new List<ScenePresence>();
2132
1453 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2133 // 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! 2134 // 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! 2135 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1460,7 +2140,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 // This is only necessary when userExposed is false! 2140 // This is only necessary when userExposed is false!
1461 2141
1462 bool previousAttachmentStatus = dupe.IsAttachment; 2142 bool previousAttachmentStatus = dupe.IsAttachment;
1463 2143
1464 if (!userExposed) 2144 if (!userExposed)
1465 dupe.IsAttachment = true; 2145 dupe.IsAttachment = true;
1466 2146
@@ -1478,11 +2158,11 @@ namespace OpenSim.Region.Framework.Scenes
1478 dupe.m_rootPart.TrimPermissions(); 2158 dupe.m_rootPart.TrimPermissions();
1479 2159
1480 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2160 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1481 2161
1482 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2162 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1483 { 2163 {
1484 return p1.LinkNum.CompareTo(p2.LinkNum); 2164 return p1.LinkNum.CompareTo(p2.LinkNum);
1485 } 2165 }
1486 ); 2166 );
1487 2167
1488 foreach (SceneObjectPart part in partList) 2168 foreach (SceneObjectPart part in partList)
@@ -1492,41 +2172,53 @@ namespace OpenSim.Region.Framework.Scenes
1492 { 2172 {
1493 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2173 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1494 newPart.LinkNum = part.LinkNum; 2174 newPart.LinkNum = part.LinkNum;
1495 } 2175 if (userExposed)
2176 newPart.ParentID = dupe.m_rootPart.LocalId;
2177 }
1496 else 2178 else
1497 { 2179 {
1498 newPart = dupe.m_rootPart; 2180 newPart = dupe.m_rootPart;
1499 } 2181 }
2182/*
2183 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2184 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1500 2185
1501 // Need to duplicate the physics actor as well 2186 // Need to duplicate the physics actor as well
1502 PhysicsActor originalPartPa = part.PhysActor; 2187 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1503 if (originalPartPa != null && userExposed)
1504 { 2188 {
1505 PrimitiveBaseShape pbs = newPart.Shape; 2189 PrimitiveBaseShape pbs = newPart.Shape;
1506
1507 newPart.PhysActor 2190 newPart.PhysActor
1508 = m_scene.PhysicsScene.AddPrimShape( 2191 = m_scene.PhysicsScene.AddPrimShape(
1509 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2192 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1510 pbs, 2193 pbs,
1511 newPart.AbsolutePosition, 2194 newPart.AbsolutePosition,
1512 newPart.Scale, 2195 newPart.Scale,
1513 newPart.RotationOffset, 2196 newPart.GetWorldRotation(),
1514 originalPartPa.IsPhysical, 2197 isphys,
2198 isphan,
1515 newPart.LocalId); 2199 newPart.LocalId);
1516 2200
1517 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2201 newPart.DoPhysicsPropertyUpdate(isphys, true);
1518 } 2202 */
2203 if (userExposed)
2204 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2205// }
1519 } 2206 }
1520 2207
1521 if (userExposed) 2208 if (userExposed)
1522 { 2209 {
1523 dupe.UpdateParentIDs(); 2210// done above dupe.UpdateParentIDs();
2211
2212 if (dupe.m_rootPart.PhysActor != null)
2213 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2214
1524 dupe.HasGroupChanged = true; 2215 dupe.HasGroupChanged = true;
1525 dupe.AttachToBackup(); 2216 dupe.AttachToBackup();
1526 2217
1527 ScheduleGroupForFullUpdate(); 2218 ScheduleGroupForFullUpdate();
1528 } 2219 }
1529 2220
2221 m_dupeInProgress = false;
1530 return dupe; 2222 return dupe;
1531 } 2223 }
1532 2224
@@ -1538,11 +2230,24 @@ namespace OpenSim.Region.Framework.Scenes
1538 /// <param name="cGroupID"></param> 2230 /// <param name="cGroupID"></param>
1539 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2231 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1540 { 2232 {
1541 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2233 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2234 // give newpart a new local ID lettng old part keep same
2235 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2236 newpart.LocalId = m_scene.AllocateLocalId();
2237
2238 SetRootPart(newpart);
2239 if (userExposed)
2240 RootPart.Velocity = Vector3.Zero; // In case source is moving
1542 } 2241 }
1543 2242
1544 public void ScriptSetPhysicsStatus(bool usePhysics) 2243 public void ScriptSetPhysicsStatus(bool usePhysics)
1545 { 2244 {
2245 if (usePhysics)
2246 {
2247 if (RootPart.KeyframeMotion != null)
2248 RootPart.KeyframeMotion.Stop();
2249 RootPart.KeyframeMotion = null;
2250 }
1546 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2251 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1547 } 2252 }
1548 2253
@@ -1590,13 +2295,14 @@ namespace OpenSim.Region.Framework.Scenes
1590 2295
1591 if (pa != null) 2296 if (pa != null)
1592 { 2297 {
1593 pa.AddForce(impulse, true); 2298 // false to be applied as a impulse
2299 pa.AddForce(impulse, false);
1594 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2300 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1595 } 2301 }
1596 } 2302 }
1597 } 2303 }
1598 2304
1599 public void applyAngularImpulse(Vector3 impulse) 2305 public void ApplyAngularImpulse(Vector3 impulse)
1600 { 2306 {
1601 PhysicsActor pa = RootPart.PhysActor; 2307 PhysicsActor pa = RootPart.PhysActor;
1602 2308
@@ -1604,21 +2310,8 @@ namespace OpenSim.Region.Framework.Scenes
1604 { 2310 {
1605 if (!IsAttachment) 2311 if (!IsAttachment)
1606 { 2312 {
1607 pa.AddAngularForce(impulse, true); 2313 // false to be applied as a impulse
1608 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2314 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); 2315 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1623 } 2316 }
1624 } 2317 }
@@ -1626,20 +2319,10 @@ namespace OpenSim.Region.Framework.Scenes
1626 2319
1627 public Vector3 GetTorque() 2320 public Vector3 GetTorque()
1628 { 2321 {
1629 PhysicsActor pa = RootPart.PhysActor; 2322 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 } 2323 }
1642 2324
2325 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1643 public void moveToTarget(Vector3 target, float tau) 2326 public void moveToTarget(Vector3 target, float tau)
1644 { 2327 {
1645 if (IsAttachment) 2328 if (IsAttachment)
@@ -1671,6 +2354,46 @@ namespace OpenSim.Region.Framework.Scenes
1671 pa.PIDActive = false; 2354 pa.PIDActive = false;
1672 } 2355 }
1673 2356
2357 public void rotLookAt(Quaternion target, float strength, float damping)
2358 {
2359 SceneObjectPart rootpart = m_rootPart;
2360 if (rootpart != null)
2361 {
2362 if (IsAttachment)
2363 {
2364 /*
2365 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2366 if (avatar != null)
2367 {
2368 Rotate the Av?
2369 } */
2370 }
2371 else
2372 {
2373 if (rootpart.PhysActor != null)
2374 { // APID must be implemented in your physics system for this to function.
2375 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2376 rootpart.PhysActor.APIDStrength = strength;
2377 rootpart.PhysActor.APIDDamping = damping;
2378 rootpart.PhysActor.APIDActive = true;
2379 }
2380 }
2381 }
2382 }
2383
2384 public void stopLookAt()
2385 {
2386 SceneObjectPart rootpart = m_rootPart;
2387 if (rootpart != null)
2388 {
2389 if (rootpart.PhysActor != null)
2390 { // APID must be implemented in your physics system for this to function.
2391 rootpart.PhysActor.APIDActive = false;
2392 }
2393 }
2394
2395 }
2396
1674 /// <summary> 2397 /// <summary>
1675 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2398 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1676 /// </summary> 2399 /// </summary>
@@ -1687,7 +2410,7 @@ namespace OpenSim.Region.Framework.Scenes
1687 { 2410 {
1688 pa.PIDHoverHeight = height; 2411 pa.PIDHoverHeight = height;
1689 pa.PIDHoverType = hoverType; 2412 pa.PIDHoverType = hoverType;
1690 pa.PIDTau = tau; 2413 pa.PIDHoverTau = tau;
1691 pa.PIDHoverActive = true; 2414 pa.PIDHoverActive = true;
1692 } 2415 }
1693 else 2416 else
@@ -1727,7 +2450,12 @@ namespace OpenSim.Region.Framework.Scenes
1727 /// <param name="cGroupID"></param> 2450 /// <param name="cGroupID"></param>
1728 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2451 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1729 { 2452 {
1730 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2453 // give new ID to the new part, letting old keep original
2454 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2455 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2456 newPart.LocalId = m_scene.AllocateLocalId();
2457 newPart.SetParent(this);
2458
1731 AddPart(newPart); 2459 AddPart(newPart);
1732 2460
1733 SetPartAsNonRoot(newPart); 2461 SetPartAsNonRoot(newPart);
@@ -1866,11 +2594,11 @@ namespace OpenSim.Region.Framework.Scenes
1866 /// Immediately send a full update for this scene object. 2594 /// Immediately send a full update for this scene object.
1867 /// </summary> 2595 /// </summary>
1868 public void SendGroupFullUpdate() 2596 public void SendGroupFullUpdate()
1869 { 2597 {
1870 if (IsDeleted) 2598 if (IsDeleted)
1871 return; 2599 return;
1872 2600
1873// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2601// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1874 2602
1875 RootPart.SendFullUpdateToAllClients(); 2603 RootPart.SendFullUpdateToAllClients();
1876 2604
@@ -2007,6 +2735,11 @@ namespace OpenSim.Region.Framework.Scenes
2007 // 'linkPart' == the root of the group being linked into this group 2735 // 'linkPart' == the root of the group being linked into this group
2008 SceneObjectPart linkPart = objectGroup.m_rootPart; 2736 SceneObjectPart linkPart = objectGroup.m_rootPart;
2009 2737
2738 if (m_rootPart.PhysActor != null)
2739 m_rootPart.PhysActor.Building = true;
2740 if (linkPart.PhysActor != null)
2741 linkPart.PhysActor.Building = true;
2742
2010 // physics flags from group to be applied to linked parts 2743 // physics flags from group to be applied to linked parts
2011 bool grpusephys = UsesPhysics; 2744 bool grpusephys = UsesPhysics;
2012 bool grptemporary = IsTemporary; 2745 bool grptemporary = IsTemporary;
@@ -2032,12 +2765,12 @@ namespace OpenSim.Region.Framework.Scenes
2032 Vector3 axPos = linkPart.OffsetPosition; 2765 Vector3 axPos = linkPart.OffsetPosition;
2033 // Rotate the linking root SOP's position to be relative to the new root prim 2766 // Rotate the linking root SOP's position to be relative to the new root prim
2034 Quaternion parentRot = m_rootPart.RotationOffset; 2767 Quaternion parentRot = m_rootPart.RotationOffset;
2035 axPos *= Quaternion.Inverse(parentRot); 2768 axPos *= Quaternion.Conjugate(parentRot);
2036 linkPart.OffsetPosition = axPos; 2769 linkPart.OffsetPosition = axPos;
2037 2770
2038 // Make the linking root SOP's rotation relative to the new root prim 2771 // Make the linking root SOP's rotation relative to the new root prim
2039 Quaternion oldRot = linkPart.RotationOffset; 2772 Quaternion oldRot = linkPart.RotationOffset;
2040 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2773 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2041 linkPart.RotationOffset = newRot; 2774 linkPart.RotationOffset = newRot;
2042 2775
2043 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2776 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2071,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
2071 linkPart.CreateSelected = true; 2804 linkPart.CreateSelected = true;
2072 2805
2073 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2806 // 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); 2807 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2075 2808
2076 // If the added SOP is physical, also tell the physics engine about the link relationship. 2809 // 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) 2810 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2081,6 +2814,7 @@ namespace OpenSim.Region.Framework.Scenes
2081 } 2814 }
2082 2815
2083 linkPart.LinkNum = linkNum++; 2816 linkPart.LinkNum = linkNum++;
2817 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2084 2818
2085 // Get a list of the SOP's in the old group in order of their linknum's. 2819 // Get a list of the SOP's in the old group in order of their linknum's.
2086 SceneObjectPart[] ogParts = objectGroup.Parts; 2820 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2099,7 +2833,7 @@ namespace OpenSim.Region.Framework.Scenes
2099 2833
2100 // Update the physics flags for the newly added SOP 2834 // Update the physics flags for the newly added SOP
2101 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2835 // (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); 2836 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2103 2837
2104 // If the added SOP is physical, also tell the physics engine about the link relationship. 2838 // 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) 2839 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2117,7 +2851,7 @@ namespace OpenSim.Region.Framework.Scenes
2117 objectGroup.IsDeleted = true; 2851 objectGroup.IsDeleted = true;
2118 2852
2119 objectGroup.m_parts.Clear(); 2853 objectGroup.m_parts.Clear();
2120 2854
2121 // Can't do this yet since backup still makes use of the root part without any synchronization 2855 // Can't do this yet since backup still makes use of the root part without any synchronization
2122// objectGroup.m_rootPart = null; 2856// objectGroup.m_rootPart = null;
2123 2857
@@ -2128,6 +2862,9 @@ namespace OpenSim.Region.Framework.Scenes
2128 // unmoved prims! 2862 // unmoved prims!
2129 ResetChildPrimPhysicsPositions(); 2863 ResetChildPrimPhysicsPositions();
2130 2864
2865 if (m_rootPart.PhysActor != null)
2866 m_rootPart.PhysActor.Building = false;
2867
2131 //HasGroupChanged = true; 2868 //HasGroupChanged = true;
2132 //ScheduleGroupForFullUpdate(); 2869 //ScheduleGroupForFullUpdate();
2133 } 2870 }
@@ -2195,7 +2932,10 @@ namespace OpenSim.Region.Framework.Scenes
2195// m_log.DebugFormat( 2932// m_log.DebugFormat(
2196// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2933// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2197// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2934// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2198 2935
2936 if (m_rootPart.PhysActor != null)
2937 m_rootPart.PhysActor.Building = true;
2938
2199 linkPart.ClearUndoState(); 2939 linkPart.ClearUndoState();
2200 2940
2201 Vector3 worldPos = linkPart.GetWorldPosition(); 2941 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2266,6 +3006,14 @@ namespace OpenSim.Region.Framework.Scenes
2266 3006
2267 // When we delete a group, we currently have to force persist to the database if the object id has changed 3007 // 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) 3008 // (since delete works by deleting all rows which have a given object id)
3009
3010 // this is as it seems to be in sl now
3011 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3012 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3013
3014 if (m_rootPart.PhysActor != null)
3015 m_rootPart.PhysActor.Building = false;
3016
2269 objectGroup.HasGroupChangedDueToDelink = true; 3017 objectGroup.HasGroupChangedDueToDelink = true;
2270 3018
2271 return objectGroup; 3019 return objectGroup;
@@ -2277,6 +3025,7 @@ namespace OpenSim.Region.Framework.Scenes
2277 /// <param name="objectGroup"></param> 3025 /// <param name="objectGroup"></param>
2278 public virtual void DetachFromBackup() 3026 public virtual void DetachFromBackup()
2279 { 3027 {
3028 m_scene.SceneGraph.FireDetachFromBackup(this);
2280 if (m_isBackedUp && Scene != null) 3029 if (m_isBackedUp && Scene != null)
2281 m_scene.EventManager.OnBackup -= ProcessBackup; 3030 m_scene.EventManager.OnBackup -= ProcessBackup;
2282 3031
@@ -2297,7 +3046,8 @@ namespace OpenSim.Region.Framework.Scenes
2297 Vector3 axPos = part.OffsetPosition; 3046 Vector3 axPos = part.OffsetPosition;
2298 axPos *= parentRot; 3047 axPos *= parentRot;
2299 part.OffsetPosition = axPos; 3048 part.OffsetPosition = axPos;
2300 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3049 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3050 part.GroupPosition = newPos;
2301 part.OffsetPosition = Vector3.Zero; 3051 part.OffsetPosition = Vector3.Zero;
2302 3052
2303 // Compution our rotation to be not relative to the old parent 3053 // Compution our rotation to be not relative to the old parent
@@ -2322,18 +3072,18 @@ namespace OpenSim.Region.Framework.Scenes
2322 // Rotate the relative position by the rotation of the group 3072 // Rotate the relative position by the rotation of the group
2323 Quaternion rootRotation = m_rootPart.RotationOffset; 3073 Quaternion rootRotation = m_rootPart.RotationOffset;
2324 Vector3 pos = part.OffsetPosition; 3074 Vector3 pos = part.OffsetPosition;
2325 pos *= Quaternion.Inverse(rootRotation); 3075 pos *= Quaternion.Conjugate(rootRotation);
2326 part.OffsetPosition = pos; 3076 part.OffsetPosition = pos;
2327 3077
2328 // Compute the SOP's rotation relative to the rotation of the group. 3078 // Compute the SOP's rotation relative to the rotation of the group.
2329 parentRot = m_rootPart.RotationOffset; 3079 parentRot = m_rootPart.RotationOffset;
2330 oldRot = part.RotationOffset; 3080 oldRot = part.RotationOffset;
2331 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3081 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2332 part.RotationOffset = newRot; 3082 part.RotationOffset = newRot;
2333 3083
2334 // Since this SOP's state has changed, push those changes into the physics engine 3084 // Since this SOP's state has changed, push those changes into the physics engine
2335 // and the simulator. 3085 // and the simulator.
2336 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3086 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2337 } 3087 }
2338 3088
2339 /// <summary> 3089 /// <summary>
@@ -2355,10 +3105,14 @@ namespace OpenSim.Region.Framework.Scenes
2355 { 3105 {
2356 if (!m_rootPart.BlockGrab) 3106 if (!m_rootPart.BlockGrab)
2357 { 3107 {
2358 Vector3 llmoveforce = pos - AbsolutePosition; 3108/* Vector3 llmoveforce = pos - AbsolutePosition;
2359 Vector3 grabforce = llmoveforce; 3109 Vector3 grabforce = llmoveforce;
2360 grabforce = (grabforce / 10) * pa.Mass; 3110 grabforce = (grabforce / 10) * pa.Mass;
2361 pa.AddForce(grabforce, true); 3111 */
3112 // empirically convert distance diference to a impulse
3113 Vector3 grabforce = pos - AbsolutePosition;
3114 grabforce = grabforce * (pa.Mass/ 10.0f);
3115 pa.AddForce(grabforce, false);
2362 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3116 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2363 } 3117 }
2364 } 3118 }
@@ -2584,8 +3338,22 @@ namespace OpenSim.Region.Framework.Scenes
2584 } 3338 }
2585 } 3339 }
2586 3340
2587 for (int i = 0; i < parts.Length; i++) 3341 if (parts.Length > 1)
2588 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3342 {
3343 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3344
3345 for (int i = 0; i < parts.Length; i++)
3346 {
3347
3348 if (parts[i].UUID != m_rootPart.UUID)
3349 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3350 }
3351
3352 if (m_rootPart.PhysActor != null)
3353 m_rootPart.PhysActor.Building = false;
3354 }
3355 else
3356 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2589 } 3357 }
2590 } 3358 }
2591 3359
@@ -2598,6 +3366,17 @@ namespace OpenSim.Region.Framework.Scenes
2598 } 3366 }
2599 } 3367 }
2600 3368
3369
3370
3371 /// <summary>
3372 /// Gets the number of parts
3373 /// </summary>
3374 /// <returns></returns>
3375 public int GetPartCount()
3376 {
3377 return Parts.Count();
3378 }
3379
2601 /// <summary> 3380 /// <summary>
2602 /// Update the texture entry for this part 3381 /// Update the texture entry for this part
2603 /// </summary> 3382 /// </summary>
@@ -2659,11 +3438,6 @@ namespace OpenSim.Region.Framework.Scenes
2659 /// <param name="scale"></param> 3438 /// <param name="scale"></param>
2660 public void GroupResize(Vector3 scale) 3439 public void GroupResize(Vector3 scale)
2661 { 3440 {
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); 3441 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2668 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3442 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2669 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3443 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2690,7 +3464,6 @@ namespace OpenSim.Region.Framework.Scenes
2690 SceneObjectPart obPart = parts[i]; 3464 SceneObjectPart obPart = parts[i];
2691 if (obPart.UUID != m_rootPart.UUID) 3465 if (obPart.UUID != m_rootPart.UUID)
2692 { 3466 {
2693// obPart.IgnoreUndoUpdate = true;
2694 Vector3 oldSize = new Vector3(obPart.Scale); 3467 Vector3 oldSize = new Vector3(obPart.Scale);
2695 3468
2696 float f = 1.0f; 3469 float f = 1.0f;
@@ -2754,8 +3527,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 z *= a; 3527 z *= a;
2755 } 3528 }
2756 } 3529 }
2757
2758// obPart.IgnoreUndoUpdate = false;
2759 } 3530 }
2760 } 3531 }
2761 } 3532 }
@@ -2765,9 +3536,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 prevScale.Y *= y; 3536 prevScale.Y *= y;
2766 prevScale.Z *= z; 3537 prevScale.Z *= z;
2767 3538
2768// RootPart.IgnoreUndoUpdate = true;
2769 RootPart.Resize(prevScale); 3539 RootPart.Resize(prevScale);
2770// RootPart.IgnoreUndoUpdate = false;
2771 3540
2772 parts = m_parts.GetArray(); 3541 parts = m_parts.GetArray();
2773 for (int i = 0; i < parts.Length; i++) 3542 for (int i = 0; i < parts.Length; i++)
@@ -2776,8 +3545,6 @@ namespace OpenSim.Region.Framework.Scenes
2776 3545
2777 if (obPart.UUID != m_rootPart.UUID) 3546 if (obPart.UUID != m_rootPart.UUID)
2778 { 3547 {
2779 obPart.IgnoreUndoUpdate = true;
2780
2781 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3548 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2782 currentpos.X *= x; 3549 currentpos.X *= x;
2783 currentpos.Y *= y; 3550 currentpos.Y *= y;
@@ -2790,16 +3557,12 @@ namespace OpenSim.Region.Framework.Scenes
2790 3557
2791 obPart.Resize(newSize); 3558 obPart.Resize(newSize);
2792 obPart.UpdateOffSet(currentpos); 3559 obPart.UpdateOffSet(currentpos);
2793
2794 obPart.IgnoreUndoUpdate = false;
2795 } 3560 }
2796 3561
2797// obPart.IgnoreUndoUpdate = false; 3562 HasGroupChanged = true;
2798// obPart.StoreUndoState(); 3563 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3564 ScheduleGroupForTerseUpdate();
2799 } 3565 }
2800
2801// m_log.DebugFormat(
2802// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2803 } 3566 }
2804 3567
2805 #endregion 3568 #endregion
@@ -2812,14 +3575,6 @@ namespace OpenSim.Region.Framework.Scenes
2812 /// <param name="pos"></param> 3575 /// <param name="pos"></param>
2813 public void UpdateGroupPosition(Vector3 pos) 3576 public void UpdateGroupPosition(Vector3 pos)
2814 { 3577 {
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)) 3578 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2824 { 3579 {
2825 if (IsAttachment) 3580 if (IsAttachment)
@@ -2852,21 +3607,17 @@ namespace OpenSim.Region.Framework.Scenes
2852 /// </summary> 3607 /// </summary>
2853 /// <param name="pos"></param> 3608 /// <param name="pos"></param>
2854 /// <param name="localID"></param> 3609 /// <param name="localID"></param>
3610 ///
3611
2855 public void UpdateSinglePosition(Vector3 pos, uint localID) 3612 public void UpdateSinglePosition(Vector3 pos, uint localID)
2856 { 3613 {
2857 SceneObjectPart part = GetPart(localID); 3614 SceneObjectPart part = GetPart(localID);
2858 3615
2859// SceneObjectPart[] parts = m_parts.GetArray();
2860// for (int i = 0; i < parts.Length; i++)
2861// parts[i].StoreUndoState();
2862
2863 if (part != null) 3616 if (part != null)
2864 { 3617 {
2865// m_log.DebugFormat( 3618// unlock parts position change
2866// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3619 if (m_rootPart.PhysActor != null)
2867 3620 m_rootPart.PhysActor.Building = true;
2868 part.StoreUndoState(false);
2869 part.IgnoreUndoUpdate = true;
2870 3621
2871 if (part.UUID == m_rootPart.UUID) 3622 if (part.UUID == m_rootPart.UUID)
2872 { 3623 {
@@ -2877,8 +3628,10 @@ namespace OpenSim.Region.Framework.Scenes
2877 part.UpdateOffSet(pos); 3628 part.UpdateOffSet(pos);
2878 } 3629 }
2879 3630
3631 if (m_rootPart.PhysActor != null)
3632 m_rootPart.PhysActor.Building = false;
3633
2880 HasGroupChanged = true; 3634 HasGroupChanged = true;
2881 part.IgnoreUndoUpdate = false;
2882 } 3635 }
2883 } 3636 }
2884 3637
@@ -2888,13 +3641,7 @@ namespace OpenSim.Region.Framework.Scenes
2888 /// <param name="pos"></param> 3641 /// <param name="pos"></param>
2889 public void UpdateRootPosition(Vector3 pos) 3642 public void UpdateRootPosition(Vector3 pos)
2890 { 3643 {
2891// m_log.DebugFormat( 3644 // 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); 3645 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2899 Vector3 oldPos = 3646 Vector3 oldPos =
2900 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3647 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2917,7 +3664,14 @@ namespace OpenSim.Region.Framework.Scenes
2917 AbsolutePosition = newPos; 3664 AbsolutePosition = newPos;
2918 3665
2919 HasGroupChanged = true; 3666 HasGroupChanged = true;
2920 ScheduleGroupForTerseUpdate(); 3667 if (m_rootPart.Undoing)
3668 {
3669 ScheduleGroupForFullUpdate();
3670 }
3671 else
3672 {
3673 ScheduleGroupForTerseUpdate();
3674 }
2921 } 3675 }
2922 3676
2923 #endregion 3677 #endregion
@@ -2930,24 +3684,16 @@ namespace OpenSim.Region.Framework.Scenes
2930 /// <param name="rot"></param> 3684 /// <param name="rot"></param>
2931 public void UpdateGroupRotationR(Quaternion rot) 3685 public void UpdateGroupRotationR(Quaternion rot)
2932 { 3686 {
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); 3687 m_rootPart.UpdateRotation(rot);
2943 3688
3689/* this is done by rootpart RotationOffset set called by UpdateRotation
2944 PhysicsActor actor = m_rootPart.PhysActor; 3690 PhysicsActor actor = m_rootPart.PhysActor;
2945 if (actor != null) 3691 if (actor != null)
2946 { 3692 {
2947 actor.Orientation = m_rootPart.RotationOffset; 3693 actor.Orientation = m_rootPart.RotationOffset;
2948 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3694 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2949 } 3695 }
2950 3696*/
2951 HasGroupChanged = true; 3697 HasGroupChanged = true;
2952 ScheduleGroupForTerseUpdate(); 3698 ScheduleGroupForTerseUpdate();
2953 } 3699 }
@@ -2959,16 +3705,6 @@ namespace OpenSim.Region.Framework.Scenes
2959 /// <param name="rot"></param> 3705 /// <param name="rot"></param>
2960 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3706 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2961 { 3707 {
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); 3708 m_rootPart.UpdateRotation(rot);
2973 3709
2974 PhysicsActor actor = m_rootPart.PhysActor; 3710 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2987,8 +3723,6 @@ namespace OpenSim.Region.Framework.Scenes
2987 3723
2988 HasGroupChanged = true; 3724 HasGroupChanged = true;
2989 ScheduleGroupForTerseUpdate(); 3725 ScheduleGroupForTerseUpdate();
2990
2991 RootPart.IgnoreUndoUpdate = false;
2992 } 3726 }
2993 3727
2994 /// <summary> 3728 /// <summary>
@@ -3001,13 +3735,11 @@ namespace OpenSim.Region.Framework.Scenes
3001 SceneObjectPart part = GetPart(localID); 3735 SceneObjectPart part = GetPart(localID);
3002 3736
3003 SceneObjectPart[] parts = m_parts.GetArray(); 3737 SceneObjectPart[] parts = m_parts.GetArray();
3004 for (int i = 0; i < parts.Length; i++)
3005 parts[i].StoreUndoState();
3006 3738
3007 if (part != null) 3739 if (part != null)
3008 { 3740 {
3009// m_log.DebugFormat( 3741 if (m_rootPart.PhysActor != null)
3010// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3742 m_rootPart.PhysActor.Building = true;
3011 3743
3012 if (part.UUID == m_rootPart.UUID) 3744 if (part.UUID == m_rootPart.UUID)
3013 { 3745 {
@@ -3017,6 +3749,9 @@ namespace OpenSim.Region.Framework.Scenes
3017 { 3749 {
3018 part.UpdateRotation(rot); 3750 part.UpdateRotation(rot);
3019 } 3751 }
3752
3753 if (m_rootPart.PhysActor != null)
3754 m_rootPart.PhysActor.Building = false;
3020 } 3755 }
3021 } 3756 }
3022 3757
@@ -3030,12 +3765,8 @@ namespace OpenSim.Region.Framework.Scenes
3030 SceneObjectPart part = GetPart(localID); 3765 SceneObjectPart part = GetPart(localID);
3031 if (part != null) 3766 if (part != null)
3032 { 3767 {
3033// m_log.DebugFormat( 3768 if (m_rootPart.PhysActor != null)
3034// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3769 m_rootPart.PhysActor.Building = true;
3035// part.Name, part.LocalId, rot);
3036
3037 part.StoreUndoState();
3038 part.IgnoreUndoUpdate = true;
3039 3770
3040 if (part.UUID == m_rootPart.UUID) 3771 if (part.UUID == m_rootPart.UUID)
3041 { 3772 {
@@ -3048,7 +3779,8 @@ namespace OpenSim.Region.Framework.Scenes
3048 part.OffsetPosition = pos; 3779 part.OffsetPosition = pos;
3049 } 3780 }
3050 3781
3051 part.IgnoreUndoUpdate = false; 3782 if (m_rootPart.PhysActor != null)
3783 m_rootPart.PhysActor.Building = false;
3052 } 3784 }
3053 } 3785 }
3054 3786
@@ -3058,15 +3790,12 @@ namespace OpenSim.Region.Framework.Scenes
3058 /// <param name="rot"></param> 3790 /// <param name="rot"></param>
3059 public void UpdateRootRotation(Quaternion rot) 3791 public void UpdateRootRotation(Quaternion rot)
3060 { 3792 {
3061// m_log.DebugFormat( 3793 // 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; 3794 Quaternion axRot = rot;
3066 Quaternion oldParentRot = m_rootPart.RotationOffset; 3795 Quaternion oldParentRot = m_rootPart.RotationOffset;
3067 3796
3068 m_rootPart.StoreUndoState(); 3797 //Don't use UpdateRotation because it schedules an update prematurely
3069 m_rootPart.UpdateRotation(rot); 3798 m_rootPart.RotationOffset = rot;
3070 3799
3071 PhysicsActor pa = m_rootPart.PhysActor; 3800 PhysicsActor pa = m_rootPart.PhysActor;
3072 3801
@@ -3082,35 +3811,145 @@ namespace OpenSim.Region.Framework.Scenes
3082 SceneObjectPart prim = parts[i]; 3811 SceneObjectPart prim = parts[i];
3083 if (prim.UUID != m_rootPart.UUID) 3812 if (prim.UUID != m_rootPart.UUID)
3084 { 3813 {
3085 prim.IgnoreUndoUpdate = true; 3814 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3815 NewRot = Quaternion.Inverse(axRot) * NewRot;
3816 prim.RotationOffset = NewRot;
3817
3086 Vector3 axPos = prim.OffsetPosition; 3818 Vector3 axPos = prim.OffsetPosition;
3819
3087 axPos *= oldParentRot; 3820 axPos *= oldParentRot;
3088 axPos *= Quaternion.Inverse(axRot); 3821 axPos *= Quaternion.Inverse(axRot);
3089 prim.OffsetPosition = axPos; 3822 prim.OffsetPosition = axPos;
3090 Quaternion primsRot = prim.RotationOffset; 3823 }
3091 Quaternion newRot = oldParentRot * primsRot; 3824 }
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 3825
3109 m_rootPart.ScheduleTerseUpdate(); 3826 HasGroupChanged = true;
3827 ScheduleGroupForFullUpdate();
3828 }
3110 3829
3111// m_log.DebugFormat( 3830 private enum updatetype :int
3112// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3831 {
3113// Name, LocalId, rot); 3832 none = 0,
3833 partterse = 1,
3834 partfull = 2,
3835 groupterse = 3,
3836 groupfull = 4
3837 }
3838
3839 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3840 {
3841 // TODO this still as excessive *.Schedule*Update()s
3842
3843 if (part != null && part.ParentGroup != null)
3844 {
3845 ObjectChangeType change = data.change;
3846 bool togroup = ((change & ObjectChangeType.Group) != 0);
3847 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3848
3849 SceneObjectGroup group = part.ParentGroup;
3850 PhysicsActor pha = group.RootPart.PhysActor;
3851
3852 updatetype updateType = updatetype.none;
3853
3854 if (togroup)
3855 {
3856 // related to group
3857 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3858 {
3859 if ((change & ObjectChangeType.Rotation) != 0)
3860 {
3861 group.RootPart.UpdateRotation(data.rotation);
3862 updateType = updatetype.none;
3863 }
3864 if ((change & ObjectChangeType.Position) != 0)
3865 {
3866 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3867 UpdateGroupPosition(data.position);
3868 updateType = updatetype.groupterse;
3869 }
3870 else
3871 // ugly rotation update of all parts
3872 {
3873 group.ResetChildPrimPhysicsPositions();
3874 }
3875
3876 }
3877 if ((change & ObjectChangeType.Scale) != 0)
3878 {
3879 if (pha != null)
3880 pha.Building = true;
3881
3882 group.GroupResize(data.scale);
3883 updateType = updatetype.none;
3884
3885 if (pha != null)
3886 pha.Building = false;
3887 }
3888 }
3889 else
3890 {
3891 // related to single prim in a link-set ( ie group)
3892 if (pha != null)
3893 pha.Building = true;
3894
3895 // root part is special
3896 // parts offset positions or rotations need to change also
3897
3898 if (part == group.RootPart)
3899 {
3900 if ((change & ObjectChangeType.Rotation) != 0)
3901 group.UpdateRootRotation(data.rotation);
3902 if ((change & ObjectChangeType.Position) != 0)
3903 group.UpdateRootPosition(data.position);
3904 if ((change & ObjectChangeType.Scale) != 0)
3905 part.Resize(data.scale);
3906 }
3907 else
3908 {
3909 if ((change & ObjectChangeType.Position) != 0)
3910 {
3911 part.OffsetPosition = data.position;
3912 updateType = updatetype.partterse;
3913 }
3914 if ((change & ObjectChangeType.Rotation) != 0)
3915 {
3916 part.UpdateRotation(data.rotation);
3917 updateType = updatetype.none;
3918 }
3919 if ((change & ObjectChangeType.Scale) != 0)
3920 {
3921 part.Resize(data.scale);
3922 updateType = updatetype.none;
3923 }
3924 }
3925
3926 if (pha != null)
3927 pha.Building = false;
3928 }
3929
3930 if (updateType != updatetype.none)
3931 {
3932 group.HasGroupChanged = true;
3933
3934 switch (updateType)
3935 {
3936 case updatetype.partterse:
3937 part.ScheduleTerseUpdate();
3938 break;
3939 case updatetype.partfull:
3940 part.ScheduleFullUpdate();
3941 break;
3942 case updatetype.groupterse:
3943 group.ScheduleGroupForTerseUpdate();
3944 break;
3945 case updatetype.groupfull:
3946 group.ScheduleGroupForFullUpdate();
3947 break;
3948 default:
3949 break;
3950 }
3951 }
3952 }
3114 } 3953 }
3115 3954
3116 #endregion 3955 #endregion
@@ -3209,10 +4048,11 @@ namespace OpenSim.Region.Framework.Scenes
3209 scriptPosTarget target = m_targets[idx]; 4048 scriptPosTarget target = m_targets[idx];
3210 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4049 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3211 { 4050 {
4051 at_target = true;
4052
3212 // trigger at_target 4053 // trigger at_target
3213 if (m_scriptListens_atTarget) 4054 if (m_scriptListens_atTarget)
3214 { 4055 {
3215 at_target = true;
3216 scriptPosTarget att = new scriptPosTarget(); 4056 scriptPosTarget att = new scriptPosTarget();
3217 att.targetPos = target.targetPos; 4057 att.targetPos = target.targetPos;
3218 att.tolerance = target.tolerance; 4058 att.tolerance = target.tolerance;
@@ -3330,11 +4170,50 @@ namespace OpenSim.Region.Framework.Scenes
3330 } 4170 }
3331 } 4171 }
3332 } 4172 }
3333 4173
4174 public Vector3 GetGeometricCenter()
4175 {
4176 // this is not real geometric center but a average of positions relative to root prim acording to
4177 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4178 // ignoring tortured prims details since sl also seems to ignore
4179 // so no real use in doing it on physics
4180
4181 Vector3 gc = Vector3.Zero;
4182
4183 int nparts = m_parts.Count;
4184 if (nparts <= 1)
4185 return gc;
4186
4187 SceneObjectPart[] parts = m_parts.GetArray();
4188 nparts = parts.Length; // just in case it changed
4189 if (nparts <= 1)
4190 return gc;
4191
4192 Quaternion parentRot = RootPart.RotationOffset;
4193 Vector3 pPos;
4194
4195 // average all parts positions
4196 for (int i = 0; i < nparts; i++)
4197 {
4198 // do it directly
4199 // gc += parts[i].GetWorldPosition();
4200 if (parts[i] != RootPart)
4201 {
4202 pPos = parts[i].OffsetPosition;
4203 gc += pPos;
4204 }
4205
4206 }
4207 gc /= nparts;
4208
4209 // relative to root:
4210// gc -= AbsolutePosition;
4211 return gc;
4212 }
4213
3334 public float GetMass() 4214 public float GetMass()
3335 { 4215 {
3336 float retmass = 0f; 4216 float retmass = 0f;
3337
3338 SceneObjectPart[] parts = m_parts.GetArray(); 4217 SceneObjectPart[] parts = m_parts.GetArray();
3339 for (int i = 0; i < parts.Length; i++) 4218 for (int i = 0; i < parts.Length; i++)
3340 retmass += parts[i].GetMass(); 4219 retmass += parts[i].GetMass();
@@ -3342,6 +4221,39 @@ namespace OpenSim.Region.Framework.Scenes
3342 return retmass; 4221 return retmass;
3343 } 4222 }
3344 4223
4224 // center of mass of full object
4225 public Vector3 GetCenterOfMass()
4226 {
4227 PhysicsActor pa = RootPart.PhysActor;
4228
4229 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4230 {
4231 // physics knows better about center of mass of physical prims
4232 Vector3 tmp = pa.CenterOfMass;
4233 return tmp;
4234 }
4235
4236 Vector3 Ptot = Vector3.Zero;
4237 float totmass = 0f;
4238 float m;
4239
4240 SceneObjectPart[] parts = m_parts.GetArray();
4241 for (int i = 0; i < parts.Length; i++)
4242 {
4243 m = parts[i].GetMass();
4244 Ptot += parts[i].GetPartCenterOfMass() * m;
4245 totmass += m;
4246 }
4247
4248 if (totmass == 0)
4249 totmass = 0;
4250 else
4251 totmass = 1 / totmass;
4252 Ptot *= totmass;
4253
4254 return Ptot;
4255 }
4256
3345 /// <summary> 4257 /// <summary>
3346 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4258 /// 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. 4259 /// the physics engine can use it.
@@ -3509,6 +4421,14 @@ namespace OpenSim.Region.Framework.Scenes
3509 FromItemID = uuid; 4421 FromItemID = uuid;
3510 } 4422 }
3511 4423
4424 public void ResetOwnerChangeFlag()
4425 {
4426 ForEachPart(delegate(SceneObjectPart part)
4427 {
4428 part.ResetOwnerChangeFlag();
4429 });
4430 }
4431
3512 #endregion 4432 #endregion
3513 } 4433 }
3514} 4434}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4b2fede..b038876 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 = (CollisionSoundType >= 0 && !VolumeDetectActive);
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..1c9a17e 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 {
169 if (0 == Items.Count)
170 {
171 return;
172 }
173 }
174 180
181 if (items.Count == 0)
182 return;
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;
@@ -350,16 +367,25 @@ namespace OpenSim.Region.Framework.Scenes
350 if (m_part.ParentGroup.m_savedScriptState != null) 367 if (m_part.ParentGroup.m_savedScriptState != null)
351 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 368 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
352 369
353 lock (m_items) 370 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
354 { 371 StoreScriptError(item.ItemID, msg);
355 m_items[item.ItemID].OldItemID = item.OldItemID; 372 m_log.ErrorFormat(
356 m_items[item.ItemID].PermsMask = 0; 373 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
357 m_items[item.ItemID].PermsGranter = UUID.Zero; 374 item.Name, item.ItemID, m_part.AbsolutePosition,
358 } 375 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
359 376
377 m_items.LockItemsForWrite(true);
378
379 m_items[item.ItemID].OldItemID = item.OldItemID;
380 m_items[item.ItemID].PermsMask = 0;
381 m_items[item.ItemID].PermsGranter = UUID.Zero;
382
383 m_items.LockItemsForWrite(false);
384
360 string script = Utils.BytesToString(asset.Data); 385 string script = Utils.BytesToString(asset.Data);
361 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 386 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
362 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 387 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
388 StoreScriptErrors(item.ItemID, null);
363 if (!item.ScriptRunning) 389 if (!item.ScriptRunning)
364 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 390 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
365 m_part.LocalId, item.ItemID); 391 m_part.LocalId, item.ItemID);
@@ -432,22 +458,149 @@ namespace OpenSim.Region.Framework.Scenes
432 return stateID; 458 return stateID;
433 } 459 }
434 460
461 /// <summary>
462 /// Start a script which is in this prim's inventory.
463 /// Some processing may occur in the background, but this routine returns asap.
464 /// </summary>
465 /// <param name="itemId">
466 /// A <see cref="UUID"/>
467 /// </param>
435 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 468 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
436 { 469 {
437 TaskInventoryItem item = GetInventoryItem(itemId); 470 lock (m_scriptErrors)
438 if (item != null)
439 { 471 {
440 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 472 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
473 m_scriptErrors.Remove(itemId);
474 }
475 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
476 return true;
477 }
478
479 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
480 {
481 m_items.LockItemsForRead(true);
482 if (m_items.ContainsKey(itemId))
483 {
484 if (m_items.ContainsKey(itemId))
485 {
486 m_items.LockItemsForRead(false);
487 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
488 }
489 else
490 {
491 m_items.LockItemsForRead(false);
492 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
493 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
494 StoreScriptError(itemId, msg);
495 m_log.ErrorFormat(
496 "[PRIM INVENTORY]: " +
497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
498 }
441 } 499 }
442 else 500 else
443 { 501 {
502 m_items.LockItemsForRead(false);
503 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
504 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat( 505 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}", 506 "[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, 507 itemId, m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 508 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
509 }
510
511 }
448 512
449 return false; 513 /// <summary>
514 /// Start a script which is in this prim's inventory and return any compilation error messages.
515 /// </summary>
516 /// <param name="itemId">
517 /// A <see cref="UUID"/>
518 /// </param>
519 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
520 {
521 ArrayList errors;
522
523 // Indicate to CreateScriptInstanceInternal() we want it to
524 // post any compilation/loading error messages
525 lock (m_scriptErrors)
526 {
527 m_scriptErrors[itemId] = null;
528 }
529
530 // Perform compilation/loading
531 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
532
533 // Wait for and retrieve any errors
534 lock (m_scriptErrors)
535 {
536 while ((errors = m_scriptErrors[itemId]) == null)
537 {
538 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
539 {
540 m_log.ErrorFormat(
541 "[PRIM INVENTORY]: " +
542 "timedout waiting for script {0} errors", itemId);
543 errors = m_scriptErrors[itemId];
544 if (errors == null)
545 {
546 errors = new ArrayList(1);
547 errors.Add("timedout waiting for errors");
548 }
549 break;
550 }
551 }
552 m_scriptErrors.Remove(itemId);
553 }
554 return errors;
555 }
556
557 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
558 private void StoreScriptErrors(UUID itemId, ArrayList errors)
559 {
560 lock (m_scriptErrors)
561 {
562 // If compilation/loading initiated via CreateScriptInstance(),
563 // it does not want the errors, so just get out
564 if (!m_scriptErrors.ContainsKey(itemId))
565 {
566 return;
567 }
568
569 // Initiated via CreateScriptInstanceEr(), if we know what the
570 // errors are, save them and wake CreateScriptInstanceEr().
571 if (errors != null)
572 {
573 m_scriptErrors[itemId] = errors;
574 System.Threading.Monitor.PulseAll(m_scriptErrors);
575 return;
576 }
450 } 577 }
578
579 // Initiated via CreateScriptInstanceEr() but we don't know what
580 // the errors are yet, so retrieve them from the script engine.
581 // This may involve some waiting internal to GetScriptErrors().
582 errors = GetScriptErrors(itemId);
583
584 // Get a default non-null value to indicate success.
585 if (errors == null)
586 {
587 errors = new ArrayList();
588 }
589
590 // Post to CreateScriptInstanceEr() and wake it up
591 lock (m_scriptErrors)
592 {
593 m_scriptErrors[itemId] = errors;
594 System.Threading.Monitor.PulseAll(m_scriptErrors);
595 }
596 }
597
598 // Like StoreScriptErrors(), but just posts a single string message
599 private void StoreScriptError(UUID itemId, string message)
600 {
601 ArrayList errors = new ArrayList(1);
602 errors.Add(message);
603 StoreScriptErrors(itemId, errors);
451 } 604 }
452 605
453 /// <summary> 606 /// <summary>
@@ -460,15 +613,7 @@ namespace OpenSim.Region.Framework.Scenes
460 /// </param> 613 /// </param>
461 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 614 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
462 { 615 {
463 bool scriptPresent = false; 616 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 { 617 {
473 if (!sceneObjectBeingDeleted) 618 if (!sceneObjectBeingDeleted)
474 m_part.RemoveScriptEvents(itemId); 619 m_part.RemoveScriptEvents(itemId);
@@ -538,14 +683,16 @@ namespace OpenSim.Region.Framework.Scenes
538 /// <returns></returns> 683 /// <returns></returns>
539 private bool InventoryContainsName(string name) 684 private bool InventoryContainsName(string name)
540 { 685 {
541 lock (m_items) 686 m_items.LockItemsForRead(true);
687 foreach (TaskInventoryItem item in m_items.Values)
542 { 688 {
543 foreach (TaskInventoryItem item in m_items.Values) 689 if (item.Name == name)
544 { 690 {
545 if (item.Name == name) 691 m_items.LockItemsForRead(false);
546 return true; 692 return true;
547 } 693 }
548 } 694 }
695 m_items.LockItemsForRead(false);
549 return false; 696 return false;
550 } 697 }
551 698
@@ -587,8 +734,9 @@ namespace OpenSim.Region.Framework.Scenes
587 /// <param name="item"></param> 734 /// <param name="item"></param>
588 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 735 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
589 { 736 {
590 List<TaskInventoryItem> il = GetInventoryItems(); 737 m_items.LockItemsForRead(true);
591 738 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
739 m_items.LockItemsForRead(false);
592 foreach (TaskInventoryItem i in il) 740 foreach (TaskInventoryItem i in il)
593 { 741 {
594 if (i.Name == item.Name) 742 if (i.Name == item.Name)
@@ -626,14 +774,14 @@ namespace OpenSim.Region.Framework.Scenes
626 item.Name = name; 774 item.Name = name;
627 item.GroupID = m_part.GroupID; 775 item.GroupID = m_part.GroupID;
628 776
629 lock (m_items) 777 m_items.LockItemsForWrite(true);
630 m_items.Add(item.ItemID, item); 778 m_items.Add(item.ItemID, item);
631 779 m_items.LockItemsForWrite(false);
632 if (allowedDrop) 780 if (allowedDrop)
633 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 781 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
634 else 782 else
635 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 783 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
636 784
637 m_inventorySerial++; 785 m_inventorySerial++;
638 //m_inventorySerial += 2; 786 //m_inventorySerial += 2;
639 HasInventoryChanged = true; 787 HasInventoryChanged = true;
@@ -649,15 +797,15 @@ namespace OpenSim.Region.Framework.Scenes
649 /// <param name="items"></param> 797 /// <param name="items"></param>
650 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 798 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
651 { 799 {
652 lock (m_items) 800 m_items.LockItemsForWrite(true);
801 foreach (TaskInventoryItem item in items)
653 { 802 {
654 foreach (TaskInventoryItem item in items) 803 m_items.Add(item.ItemID, item);
655 { 804// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
656 m_items.Add(item.ItemID, item);
657// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
658 }
659 m_inventorySerial++;
660 } 805 }
806 m_items.LockItemsForWrite(false);
807
808 m_inventorySerial++;
661 } 809 }
662 810
663 /// <summary> 811 /// <summary>
@@ -668,23 +816,24 @@ namespace OpenSim.Region.Framework.Scenes
668 public TaskInventoryItem GetInventoryItem(UUID itemId) 816 public TaskInventoryItem GetInventoryItem(UUID itemId)
669 { 817 {
670 TaskInventoryItem item; 818 TaskInventoryItem item;
671 819 m_items.LockItemsForRead(true);
672 lock (m_items) 820 m_items.TryGetValue(itemId, out item);
673 m_items.TryGetValue(itemId, out item); 821 m_items.LockItemsForRead(false);
674
675 return item; 822 return item;
676 } 823 }
677 824
678 public TaskInventoryItem GetInventoryItem(string name) 825 public TaskInventoryItem GetInventoryItem(string name)
679 { 826 {
680 lock (m_items) 827 m_items.LockItemsForRead(true);
828 foreach (TaskInventoryItem item in m_items.Values)
681 { 829 {
682 foreach (TaskInventoryItem item in m_items.Values) 830 if (item.Name == name)
683 { 831 {
684 if (item.Name == name) 832 m_items.LockItemsForRead(false);
685 return item; 833 return item;
686 } 834 }
687 } 835 }
836 m_items.LockItemsForRead(false);
688 837
689 return null; 838 return null;
690 } 839 }
@@ -693,15 +842,16 @@ namespace OpenSim.Region.Framework.Scenes
693 { 842 {
694 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 843 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
695 844
696 lock (m_items) 845 m_items.LockItemsForRead(true);
846
847 foreach (TaskInventoryItem item in m_items.Values)
697 { 848 {
698 foreach (TaskInventoryItem item in m_items.Values) 849 if (item.Name == name)
699 { 850 items.Add(item);
700 if (item.Name == name)
701 items.Add(item);
702 }
703 } 851 }
704 852
853 m_items.LockItemsForRead(false);
854
705 return items; 855 return items;
706 } 856 }
707 857
@@ -720,6 +870,10 @@ namespace OpenSim.Region.Framework.Scenes
720 string xmlData = Utils.BytesToString(rezAsset.Data); 870 string xmlData = Utils.BytesToString(rezAsset.Data);
721 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 871 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
722 872
873 group.RootPart.AttachPoint = group.RootPart.Shape.State;
874 group.RootPart.AttachOffset = group.AbsolutePosition;
875 group.RootPart.AttachRotation = group.GroupRotation;
876
723 group.ResetIDs(); 877 group.ResetIDs();
724 878
725 SceneObjectPart rootPart = group.GetPart(group.UUID); 879 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -794,8 +948,9 @@ namespace OpenSim.Region.Framework.Scenes
794 948
795 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 949 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
796 { 950 {
797 TaskInventoryItem it = GetInventoryItem(item.ItemID); 951 m_items.LockItemsForWrite(true);
798 if (it != null) 952
953 if (m_items.ContainsKey(item.ItemID))
799 { 954 {
800// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 955// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
801 956
@@ -808,14 +963,10 @@ namespace OpenSim.Region.Framework.Scenes
808 item.GroupID = m_part.GroupID; 963 item.GroupID = m_part.GroupID;
809 964
810 if (item.AssetID == UUID.Zero) 965 if (item.AssetID == UUID.Zero)
811 item.AssetID = it.AssetID; 966 item.AssetID = m_items[item.ItemID].AssetID;
812 967
813 lock (m_items) 968 m_items[item.ItemID] = item;
814 { 969 m_inventorySerial++;
815 m_items[item.ItemID] = item;
816 m_inventorySerial++;
817 }
818
819 if (fireScriptEvents) 970 if (fireScriptEvents)
820 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 971 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
821 972
@@ -824,7 +975,7 @@ namespace OpenSim.Region.Framework.Scenes
824 HasInventoryChanged = true; 975 HasInventoryChanged = true;
825 m_part.ParentGroup.HasGroupChanged = true; 976 m_part.ParentGroup.HasGroupChanged = true;
826 } 977 }
827 978 m_items.LockItemsForWrite(false);
828 return true; 979 return true;
829 } 980 }
830 else 981 else
@@ -835,8 +986,9 @@ namespace OpenSim.Region.Framework.Scenes
835 item.ItemID, m_part.Name, m_part.UUID, 986 item.ItemID, m_part.Name, m_part.UUID,
836 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 987 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
837 } 988 }
838 return false; 989 m_items.LockItemsForWrite(false);
839 990
991 return false;
840 } 992 }
841 993
842 /// <summary> 994 /// <summary>
@@ -847,43 +999,59 @@ namespace OpenSim.Region.Framework.Scenes
847 /// in this prim's inventory.</returns> 999 /// in this prim's inventory.</returns>
848 public int RemoveInventoryItem(UUID itemID) 1000 public int RemoveInventoryItem(UUID itemID)
849 { 1001 {
850 TaskInventoryItem item = GetInventoryItem(itemID); 1002 m_items.LockItemsForRead(true);
851 if (item != null) 1003
1004 if (m_items.ContainsKey(itemID))
852 { 1005 {
853 int type = m_items[itemID].InvType; 1006 int type = m_items[itemID].InvType;
1007 m_items.LockItemsForRead(false);
854 if (type == 10) // Script 1008 if (type == 10) // Script
855 { 1009 {
856 m_part.RemoveScriptEvents(itemID);
857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1010 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
858 } 1011 }
1012 m_items.LockItemsForWrite(true);
859 m_items.Remove(itemID); 1013 m_items.Remove(itemID);
1014 m_items.LockItemsForWrite(false);
860 m_inventorySerial++; 1015 m_inventorySerial++;
861 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1016 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
862 1017
863 HasInventoryChanged = true; 1018 HasInventoryChanged = true;
864 m_part.ParentGroup.HasGroupChanged = true; 1019 m_part.ParentGroup.HasGroupChanged = true;
865 1020
866 if (!ContainsScripts()) 1021 int scriptcount = 0;
1022 m_items.LockItemsForRead(true);
1023 foreach (TaskInventoryItem item in m_items.Values)
1024 {
1025 if (item.Type == 10)
1026 {
1027 scriptcount++;
1028 }
1029 }
1030 m_items.LockItemsForRead(false);
1031
1032
1033 if (scriptcount <= 0)
1034 {
867 m_part.RemFlag(PrimFlags.Scripted); 1035 m_part.RemFlag(PrimFlags.Scripted);
1036 }
868 1037
869 m_part.ScheduleFullUpdate(); 1038 m_part.ScheduleFullUpdate();
870 1039
871 return type; 1040 return type;
872
873 } 1041 }
874 else 1042 else
875 { 1043 {
1044 m_items.LockItemsForRead(false);
876 m_log.ErrorFormat( 1045 m_log.ErrorFormat(
877 "[PRIM INVENTORY]: " + 1046 "[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", 1047 "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, 1048 itemID, m_part.Name, m_part.UUID);
880 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
881 } 1049 }
882 1050
883 return -1; 1051 return -1;
884 } 1052 }
885 1053
886 private bool CreateInventoryFile() 1054 private bool CreateInventoryFileName()
887 { 1055 {
888// m_log.DebugFormat( 1056// m_log.DebugFormat(
889// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1057// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -892,70 +1060,12 @@ namespace OpenSim.Region.Framework.Scenes
892 if (m_inventoryFileName == String.Empty || 1060 if (m_inventoryFileName == String.Empty ||
893 m_inventoryFileNameSerial < m_inventorySerial) 1061 m_inventoryFileNameSerial < m_inventorySerial)
894 { 1062 {
895 // Something changed, we need to create a new file
896 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1063 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
897 m_inventoryFileNameSerial = m_inventorySerial; 1064 m_inventoryFileNameSerial = m_inventorySerial;
898 1065
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; 1066 return true;
956 } 1067 }
957 1068
958 // No need to recreate, the existing file is fine
959 return false; 1069 return false;
960 } 1070 }
961 1071
@@ -965,43 +1075,110 @@ namespace OpenSim.Region.Framework.Scenes
965 /// <param name="xferManager"></param> 1075 /// <param name="xferManager"></param>
966 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1076 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
967 { 1077 {
968 lock (m_items) 1078 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 1079
978 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1080 bool includeAssets = false;
979 return; 1081 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
980 } 1082 includeAssets = true;
1083
1084 if (m_inventoryPrivileged != includeAssets)
1085 changed = true;
981 1086
982 CreateInventoryFile(); 1087 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1088
1089 Items.LockItemsForRead(true);
1090
1091 if (m_inventorySerial == 0) // No inventory
1092 {
1093 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1094 Items.LockItemsForRead(false);
1095 return;
1096 }
1097
1098 if (m_items.Count == 0) // No inventory
1099 {
1100 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1101 Items.LockItemsForRead(false);
1102 return;
1103 }
983 1104
984 // In principle, we should only do the rest if the inventory changed; 1105 if (!changed)
985 // by sending m_inventorySerial to the client, it ought to know 1106 {
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) 1107 if (m_inventoryFileData.Length > 2)
992 { 1108 {
993 // Add the file for Xfer 1109 xferManager.AddNewFile(m_inventoryFileName,
994 // m_log.DebugFormat( 1110 m_inventoryFileData);
995 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
996 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1112 Util.StringToBytes256(m_inventoryFileName));
997 1113
998 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1114 Items.LockItemsForRead(false);
1115 return;
999 } 1116 }
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 } 1117 }
1118
1119 m_inventoryPrivileged = includeAssets;
1120
1121 foreach (TaskInventoryItem item in m_items.Values)
1122 {
1123 UUID ownerID = item.OwnerID;
1124 uint everyoneMask = 0;
1125 uint baseMask = item.BasePermissions;
1126 uint ownerMask = item.CurrentPermissions;
1127 uint groupMask = item.GroupPermissions;
1128
1129 invString.AddItemStart();
1130 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1131 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1132
1133 invString.AddPermissionsStart();
1134
1135 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1136 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1137 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1138 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1139 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1140
1141 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1142 invString.AddNameValueLine("owner_id", ownerID.ToString());
1143
1144 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1145
1146 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1147 invString.AddSectionEnd();
1148
1149 if (includeAssets)
1150 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1151 else
1152 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1153 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1154 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1155 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1156
1157 invString.AddSaleStart();
1158 invString.AddNameValueLine("sale_type", "not");
1159 invString.AddNameValueLine("sale_price", "0");
1160 invString.AddSectionEnd();
1161
1162 invString.AddNameValueLine("name", item.Name + "|");
1163 invString.AddNameValueLine("desc", item.Description + "|");
1164
1165 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1166 invString.AddSectionEnd();
1167 }
1168
1169 Items.LockItemsForRead(false);
1170
1171 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1172
1173 if (m_inventoryFileData.Length > 2)
1174 {
1175 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1176 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1177 Util.StringToBytes256(m_inventoryFileName));
1178 return;
1179 }
1180
1181 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1005 } 1182 }
1006 1183
1007 /// <summary> 1184 /// <summary>
@@ -1010,13 +1187,19 @@ namespace OpenSim.Region.Framework.Scenes
1010 /// <param name="datastore"></param> 1187 /// <param name="datastore"></param>
1011 public void ProcessInventoryBackup(ISimulationDataService datastore) 1188 public void ProcessInventoryBackup(ISimulationDataService datastore)
1012 { 1189 {
1013 if (HasInventoryChanged) 1190// Removed this because linking will cause an immediate delete of the new
1014 { 1191// child prim from the database and the subsequent storing of the prim sees
1015 HasInventoryChanged = false; 1192// the inventory of it as unchanged and doesn't store it at all. The overhead
1016 List<TaskInventoryItem> items = GetInventoryItems(); 1193// of storing prim inventory needlessly is much less than the aggravation
1017 datastore.StorePrimInventory(m_part.UUID, items); 1194// of prim inventory loss.
1195// if (HasInventoryChanged)
1196// {
1197 Items.LockItemsForRead(true);
1198 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1199 Items.LockItemsForRead(false);
1018 1200
1019 } 1201 HasInventoryChanged = false;
1202// }
1020 } 1203 }
1021 1204
1022 public class InventoryStringBuilder 1205 public class InventoryStringBuilder
@@ -1082,87 +1265,63 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1265 {
1083 uint mask=0x7fffffff; 1266 uint mask=0x7fffffff;
1084 1267
1085 lock (m_items) 1268 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1269 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1270 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1271 mask &= ~((uint)PermissionMask.Copy >> 13);
1272 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1273 mask &= ~((uint)PermissionMask.Transfer >> 13);
1274 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1275 mask &= ~((uint)PermissionMask.Modify >> 13);
1276
1277 if (item.InvType == (int)InventoryType.Object)
1088 { 1278 {
1089 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1279 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1090 mask &= ~((uint)PermissionMask.Copy >> 13); 1280 mask &= ~((uint)PermissionMask.Copy >> 13);
1091 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1281 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1092 mask &= ~((uint)PermissionMask.Transfer >> 13); 1282 mask &= ~((uint)PermissionMask.Transfer >> 13);
1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1283 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1094 mask &= ~((uint)PermissionMask.Modify >> 13); 1284 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 } 1285 }
1286
1287 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1288 mask &= ~(uint)PermissionMask.Copy;
1289 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1290 mask &= ~(uint)PermissionMask.Transfer;
1291 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1292 mask &= ~(uint)PermissionMask.Modify;
1122 } 1293 }
1123
1124 return mask; 1294 return mask;
1125 } 1295 }
1126 1296
1127 public void ApplyNextOwnerPermissions() 1297 public void ApplyNextOwnerPermissions()
1128 { 1298 {
1129 lock (m_items) 1299 foreach (TaskInventoryItem item in m_items.Values)
1130 { 1300 {
1131 foreach (TaskInventoryItem item in m_items.Values) 1301 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1132 { 1302 {
1133// m_log.DebugFormat ( 1303 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}", 1304 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1135// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1305 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1136 1306 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1137 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1138 { 1308 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 } 1309 }
1310 item.CurrentPermissions &= item.NextPermissions;
1311 item.BasePermissions &= item.NextPermissions;
1312 item.EveryonePermissions &= item.NextPermissions;
1313 item.OwnerChanged = true;
1314 item.PermsMask = 0;
1315 item.PermsGranter = UUID.Zero;
1154 } 1316 }
1155 } 1317 }
1156 1318
1157 public void ApplyGodPermissions(uint perms) 1319 public void ApplyGodPermissions(uint perms)
1158 { 1320 {
1159 lock (m_items) 1321 foreach (TaskInventoryItem item in m_items.Values)
1160 { 1322 {
1161 foreach (TaskInventoryItem item in m_items.Values) 1323 item.CurrentPermissions = perms;
1162 { 1324 item.BasePermissions = perms;
1163 item.CurrentPermissions = perms;
1164 item.BasePermissions = perms;
1165 }
1166 } 1325 }
1167 1326
1168 m_inventorySerial++; 1327 m_inventorySerial++;
@@ -1175,14 +1334,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 /// <returns></returns> 1334 /// <returns></returns>
1176 public bool ContainsScripts() 1335 public bool ContainsScripts()
1177 { 1336 {
1178 lock (m_items) 1337 foreach (TaskInventoryItem item in m_items.Values)
1179 { 1338 {
1180 foreach (TaskInventoryItem item in m_items.Values) 1339 if (item.InvType == (int)InventoryType.LSL)
1181 { 1340 {
1182 if (item.InvType == (int)InventoryType.LSL) 1341 return true;
1183 {
1184 return true;
1185 }
1186 } 1342 }
1187 } 1343 }
1188 1344
@@ -1196,17 +1352,15 @@ namespace OpenSim.Region.Framework.Scenes
1196 public int ScriptCount() 1352 public int ScriptCount()
1197 { 1353 {
1198 int count = 0; 1354 int count = 0;
1199 lock (m_items) 1355 Items.LockItemsForRead(true);
1356 foreach (TaskInventoryItem item in m_items.Values)
1200 { 1357 {
1201 foreach (TaskInventoryItem item in m_items.Values) 1358 if (item.InvType == (int)InventoryType.LSL)
1202 { 1359 {
1203 if (item.InvType == (int)InventoryType.LSL) 1360 count++;
1204 {
1205 count++;
1206 }
1207 } 1361 }
1208 } 1362 }
1209 1363 Items.LockItemsForRead(false);
1210 return count; 1364 return count;
1211 } 1365 }
1212 /// <summary> 1366 /// <summary>
@@ -1242,11 +1396,8 @@ namespace OpenSim.Region.Framework.Scenes
1242 { 1396 {
1243 List<UUID> ret = new List<UUID>(); 1397 List<UUID> ret = new List<UUID>();
1244 1398
1245 lock (m_items) 1399 foreach (TaskInventoryItem item in m_items.Values)
1246 { 1400 ret.Add(item.ItemID);
1247 foreach (TaskInventoryItem item in m_items.Values)
1248 ret.Add(item.ItemID);
1249 }
1250 1401
1251 return ret; 1402 return ret;
1252 } 1403 }
@@ -1255,8 +1406,9 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1406 {
1256 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1407 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1257 1408
1258 lock (m_items) 1409 Items.LockItemsForRead(true);
1259 ret = new List<TaskInventoryItem>(m_items.Values); 1410 ret = new List<TaskInventoryItem>(m_items.Values);
1411 Items.LockItemsForRead(false);
1260 1412
1261 return ret; 1413 return ret;
1262 } 1414 }
@@ -1265,18 +1417,24 @@ namespace OpenSim.Region.Framework.Scenes
1265 { 1417 {
1266 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1418 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1267 1419
1268 lock (m_items) 1420 Items.LockItemsForRead(true);
1269 { 1421
1270 foreach (TaskInventoryItem item in m_items.Values) 1422 foreach (TaskInventoryItem item in m_items.Values)
1271 if (item.InvType == (int)type) 1423 if (item.InvType == (int)type)
1272 ret.Add(item); 1424 ret.Add(item);
1273 } 1425
1426 Items.LockItemsForRead(false);
1274 1427
1275 return ret; 1428 return ret;
1276 } 1429 }
1277 1430
1278 public Dictionary<UUID, string> GetScriptStates() 1431 public Dictionary<UUID, string> GetScriptStates()
1279 { 1432 {
1433 return GetScriptStates(false);
1434 }
1435
1436 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1437 {
1280 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1438 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1281 1439
1282 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1440 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1302,14 +1460,21 @@ namespace OpenSim.Region.Framework.Scenes
1302 string n = e.GetXMLState(item.ItemID); 1460 string n = e.GetXMLState(item.ItemID);
1303 if (n != String.Empty) 1461 if (n != String.Empty)
1304 { 1462 {
1305 if (!ret.ContainsKey(item.ItemID)) 1463 if (oldIDs)
1306 ret[item.ItemID] = n; 1464 {
1465 if (!ret.ContainsKey(item.OldItemID))
1466 ret[item.OldItemID] = n;
1467 }
1468 else
1469 {
1470 if (!ret.ContainsKey(item.ItemID))
1471 ret[item.ItemID] = n;
1472 }
1307 break; 1473 break;
1308 } 1474 }
1309 } 1475 }
1310 } 1476 }
1311 } 1477 }
1312
1313 return ret; 1478 return ret;
1314 } 1479 }
1315 1480
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..18e6ece 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -298,6 +298,20 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 298 physfps = 0;
299 299
300#endregion 300#endregion
301 if (reportedFPS <= 0)
302 reportedFPS = 1;
303
304 float perframe = 1.0f / (float)reportedFPS;
305
306 float TotalFrameTime = m_frameMS * perframe;
307
308 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
309
310 float sparetime;
311 if (TotalFrameTime > targetframetime)
312 {
313 sparetime = 0;
314 }
301 315
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 316 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 317 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,15 +323,13 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 323 // so that stat numbers are always consistent.
310 CheckStatSanity(); 324 CheckStatSanity();
311 325
312 //Our time dilation is 0.91 when we're running a full speed, 326 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 327 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 328 // 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 329
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps) 330 m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates. 331 if (m_otherMS < 0)
318 332 m_otherMS = 0;
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
320 // values to X-per-second values.
321 333
322 uint thisFrame = m_scene.Frame; 334 uint thisFrame = m_scene.Frame;
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 335 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
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..aaeae86 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -59,15 +59,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 59 public Vector3 Position;
60 public Vector3 SurfaceNormal; 60 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 61 public float PenetrationDepth;
62 public float RelativeSpeed;
62 63
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 64 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 65 {
65 Position = position; 66 Position = position;
66 SurfaceNormal = surfaceNormal; 67 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 68 PenetrationDepth = penetrationDepth;
69 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 70 }
69 } 71 }
70 72
73 public struct ContactData
74 {
75 public float mu;
76 public float bounce;
77 public bool softcolide;
78
79 public ContactData(float _mu, float _bounce, bool _softcolide)
80 {
81 mu = _mu;
82 bounce = _bounce;
83 softcolide = _softcolide;
84 }
85 }
71 /// <summary> 86 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 87 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 88 /// </summary>
@@ -135,6 +150,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 150 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 151 public event CollisionUpdate OnCollisionUpdate;
137 152
153 public virtual void SetVehicle(object vdata) { }
154
138 public event OutOfBounds OnOutOfBounds; 155 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 156#pragma warning restore 67
140 157
@@ -142,11 +159,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 159 {
143 get { return new NullPhysicsActor(); } 160 get { return new NullPhysicsActor(); }
144 } 161 }
162
163 public virtual bool Building { get; set; }
164
165 public virtual void getContactData(ref ContactData cdata)
166 {
167 cdata.mu = 0;
168 cdata.bounce = 0;
169 }
145 170
146 public abstract bool Stopped { get; } 171 public abstract bool Stopped { get; }
147 172
148 public abstract Vector3 Size { get; set; } 173 public abstract Vector3 Size { get; set; }
149 174
175 public virtual bool Phantom { get; set; }
176
177 public virtual bool IsVolumeDtc
178 {
179 get { return false; }
180 set { return; }
181 }
182
183 public virtual byte PhysicsShapeType { get; set; }
184
150 public abstract PrimitiveBaseShape Shape { set; } 185 public abstract PrimitiveBaseShape Shape { set; }
151 186
152 uint m_baseLocalID; 187 uint m_baseLocalID;
@@ -195,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 230 }
196 } 231 }
197 232
233 public virtual byte[] Serialize(bool PhysIsRunning)
234 {
235 return new byte[0];
236 }
237
198 public virtual void RaiseOutOfBounds(Vector3 pos) 238 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 239 {
200 // Make a temporary copy of the event to avoid possibility of 240 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +262,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 262 {
223 } 263 }
224 264
265 public virtual float Density { get; set; }
266 public virtual float GravModifier { get; set; }
267 public virtual float Friction { get; set; }
268 public virtual float Bounce { get; set; }
269
225 /// <summary> 270 /// <summary>
226 /// Position of this actor. 271 /// Position of this actor.
227 /// </summary> 272 /// </summary>
@@ -249,6 +294,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 294 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 295 public abstract Vector3 CenterOfMass { get; }
251 296
297 public virtual Vector3 OOBsize
298 {
299 get
300 {
301 Vector3 s=Size;
302 s.X *=0.5f;
303 s.Y *=0.5f;
304 s.Z *=0.5f;
305 return s;
306 }
307 }
308
309 public virtual Vector3 OOBoffset
310 {
311 get
312 {
313 return Vector3.Zero;
314 }
315 }
316
317 public virtual float OOBRadiusSQ
318 {
319 get
320 {
321 return Size.LengthSquared() * 0.25f; // ((0.5^2)
322 }
323 }
324
252 /// <summary> 325 /// <summary>
253 /// Velocity of this actor. 326 /// Velocity of this actor.
254 /// </summary> 327 /// </summary>
@@ -384,7 +457,6 @@ namespace OpenSim.Region.Physics.Manager
384 457
385 public override void VehicleFloatParam(int param, float value) 458 public override void VehicleFloatParam(int param, float value)
386 { 459 {
387
388 } 460 }
389 461
390 public override void VehicleVectorParam(int param, Vector3 value) 462 public override void VehicleVectorParam(int param, Vector3 value)
@@ -554,5 +626,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 626 {
555 return false; 627 return false;
556 } 628 }
629
557 } 630 }
558} 631}
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..865180f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1472 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 private bool m_freemove = false;
107 // private CollisionLocker ode;
108
109 private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 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 m_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 set { m_localID = value; }
218 }
219
220 public override bool Grabbed
221 {
222 set { return; }
223 }
224
225 public override bool Selected
226 {
227 set { return; }
228 }
229
230 public override float Buoyancy
231 {
232 get { return m_buoyancy; }
233 set { m_buoyancy = value; }
234 }
235
236 public override bool FloatOnWater
237 {
238 set { return; }
239 }
240
241 public override bool IsPhysical
242 {
243 get { return m_isPhysical; }
244 set { return; }
245 }
246
247 public override bool ThrottleUpdates
248 {
249 get { return false; }
250 set { return; }
251 }
252
253 public override bool Flying
254 {
255 get { return flying; }
256 set
257 {
258 flying = value;
259 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
260 }
261 }
262
263 /// <summary>
264 /// Returns if the avatar is colliding in general.
265 /// This includes the ground and objects and avatar.
266 /// </summary>
267 public override bool IsColliding
268 {
269 get { return (m_iscolliding || m_iscollidingGround); }
270 set
271 {
272 if (value)
273 {
274 m_colliderfilter += 2;
275 if (m_colliderfilter > 2)
276 m_colliderfilter = 2;
277 }
278 else
279 {
280 m_colliderfilter--;
281 if (m_colliderfilter < 0)
282 m_colliderfilter = 0;
283 }
284
285 if (m_colliderfilter == 0)
286 m_iscolliding = false;
287 else
288 {
289 m_pidControllerActive = true;
290 m_iscolliding = true;
291 }
292 }
293 }
294
295 /// <summary>
296 /// Returns if an avatar is colliding with the ground
297 /// </summary>
298 public override bool CollidingGround
299 {
300 get { return m_iscollidingGround; }
301 set
302 {
303 /* we now control this
304 if (value)
305 {
306 m_colliderGroundfilter += 2;
307 if (m_colliderGroundfilter > 2)
308 m_colliderGroundfilter = 2;
309 }
310 else
311 {
312 m_colliderGroundfilter--;
313 if (m_colliderGroundfilter < 0)
314 m_colliderGroundfilter = 0;
315 }
316
317 if (m_colliderGroundfilter == 0)
318 m_iscollidingGround = false;
319 else
320 m_iscollidingGround = true;
321 */
322 }
323
324 }
325
326 /// <summary>
327 /// Returns if the avatar is colliding with an object
328 /// </summary>
329 public override bool CollidingObj
330 {
331 get { return m_iscollidingObj; }
332 set
333 {
334 // Ubit filter this also
335 if (value)
336 {
337 m_colliderObjectfilter += 2;
338 if (m_colliderObjectfilter > 2)
339 m_colliderObjectfilter = 2;
340 }
341 else
342 {
343 m_colliderObjectfilter--;
344 if (m_colliderObjectfilter < 0)
345 m_colliderObjectfilter = 0;
346 }
347
348 if (m_colliderObjectfilter == 0)
349 m_iscollidingObj = false;
350 else
351 m_iscollidingObj = true;
352
353 // m_iscollidingObj = value;
354
355 if (m_iscollidingObj)
356 m_pidControllerActive = false;
357 else
358 m_pidControllerActive = true;
359 }
360 }
361
362 /// <summary>
363 /// turn the PID controller on or off.
364 /// The PID Controller will turn on all by itself in many situations
365 /// </summary>
366 /// <param name="status"></param>
367 public void SetPidStatus(bool status)
368 {
369 m_pidControllerActive = status;
370 }
371
372 public override bool Stopped
373 {
374 get { return _zeroFlag; }
375 }
376
377 /// <summary>
378 /// This 'puts' an avatar somewhere in the physics space.
379 /// Not really a good choice unless you 'know' it's a good
380 /// spot otherwise you're likely to orbit the avatar.
381 /// </summary>
382 public override Vector3 Position
383 {
384 get { return _position; }
385 set
386 {
387 if (value.IsFinite())
388 {
389 if (value.Z > 9999999f)
390 {
391 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
392 }
393 if (value.Z < -100f)
394 {
395 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
396 }
397 AddChange(changes.Position, value);
398 }
399 else
400 {
401 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
402 }
403 }
404 }
405
406 public override Vector3 RotationalVelocity
407 {
408 get { return m_rotationalVelocity; }
409 set { m_rotationalVelocity = value; }
410 }
411
412 /// <summary>
413 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
414 /// and use it to offset landings properly
415 /// </summary>
416 public override Vector3 Size
417 {
418 get {
419 float d = CAPSULE_RADIUS * 2;
420 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
421 set
422 {
423 if (value.IsFinite())
424 {
425 AddChange(changes.Size, value);
426 }
427 else
428 {
429 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
430 }
431 }
432 }
433
434 /// <summary>
435 /// This creates the Avatar's physical Surrogate at the position supplied
436 /// </summary>
437 /// <param name="npositionX"></param>
438 /// <param name="npositionY"></param>
439 /// <param name="npositionZ"></param>
440
441 //
442 /// <summary>
443 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
444 /// This may be used in calculations in the scene/scenepresence
445 /// </summary>
446 public override float Mass
447 {
448 get
449 {
450 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
451 return m_density * AVvolume;
452 }
453 }
454 public override void link(PhysicsActor obj)
455 {
456
457 }
458
459 public override void delink()
460 {
461
462 }
463
464 public override void LockAngularMotion(Vector3 axis)
465 {
466
467 }
468
469
470 public override Vector3 Force
471 {
472 get { return _target_velocity; }
473 set { return; }
474 }
475
476 public override int VehicleType
477 {
478 get { return 0; }
479 set { return; }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get
510 {
511 Vector3 pos = _position;
512 return pos;
513 }
514 }
515
516 public override Vector3 GeometricCenter
517 {
518 get
519 {
520 Vector3 pos = _position;
521 return pos;
522 }
523 }
524
525 public override PrimitiveBaseShape Shape
526 {
527 set { return; }
528 }
529
530 public override Vector3 Velocity
531 {
532 get
533 {
534 return _velocity;
535 }
536 set
537 {
538 if (value.IsFinite())
539 {
540 AddChange(changes.Velocity, value);
541 }
542 else
543 {
544 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
545 }
546 }
547 }
548
549 public override Vector3 Torque
550 {
551 get { return Vector3.Zero; }
552 set { return; }
553 }
554
555 public override float CollisionScore
556 {
557 get { return 0f; }
558 set { }
559 }
560
561 public override bool Kinematic
562 {
563 get { return false; }
564 set { }
565 }
566
567 public override Quaternion Orientation
568 {
569 get { return Quaternion.Identity; }
570 set
571 {
572 }
573 }
574
575 public override Vector3 Acceleration
576 {
577 get { return _acceleration; }
578 set { }
579 }
580
581 public void SetAcceleration(Vector3 accel)
582 {
583 m_pidControllerActive = true;
584 _acceleration = accel;
585 }
586
587 /// <summary>
588 /// Adds the force supplied to the Target Velocity
589 /// The PID controller takes this target velocity and tries to make it a reality
590 /// </summary>
591 /// <param name="force"></param>
592 public override void AddForce(Vector3 force, bool pushforce)
593 {
594 if (force.IsFinite())
595 {
596 if (pushforce)
597 {
598 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
599 }
600 else
601 {
602 AddChange(changes.Velocity, force);
603 }
604 }
605 else
606 {
607 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
608 }
609 //m_lastUpdateSent = false;
610 }
611
612 public override void AddAngularForce(Vector3 force, bool pushforce)
613 {
614
615 }
616
617 public override void SetMomentum(Vector3 momentum)
618 {
619 if (momentum.IsFinite())
620 AddChange(changes.Momentum, momentum);
621 }
622
623
624 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
625 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
626 // place that is safe to call this routine AvatarGeomAndBodyCreation.
627 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
628 {
629 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
630 if (CAPSULE_LENGTH <= 0)
631 {
632 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
633 CAPSULE_LENGTH = 0.01f;
634
635 }
636
637 if (CAPSULE_RADIUS <= 0)
638 {
639 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
640 CAPSULE_RADIUS = 0.01f;
641
642 }
643 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
644
645 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
646 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
647
648 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
649
650 m_mass = ShellMass.mass; // update mass
651
652 // rescale PID parameters
653 PID_D = _parent_scene.avPIDD;
654 PID_P = _parent_scene.avPIDP;
655
656 // rescale PID parameters so that this aren't affected by mass
657 // and so don't get unstable for some masses
658 // also scale by ode time step so you don't need to refix them
659
660 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
661 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
662 PID_P /= 50 * 80;
663 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
664
665 Body = d.BodyCreate(_parent_scene.world);
666
667 _zeroFlag = false;
668 m_pidControllerActive = true;
669 m_freemove = false;
670
671 d.BodySetAutoDisableFlag(Body, false);
672 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
673
674 _position.X = npositionX;
675 _position.Y = npositionY;
676 _position.Z = npositionZ;
677
678 d.BodySetMass(Body, ref ShellMass);
679 d.GeomSetBody(Shell, Body);
680
681 // The purpose of the AMotor here is to keep the avatar's physical
682 // surrogate from rotating while moving
683 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
684 d.JointAttach(Amotor, Body, IntPtr.Zero);
685
686 d.JointSetAMotorMode(Amotor, 0);
687 d.JointSetAMotorNumAxes(Amotor, 3);
688 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
689 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
690 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
691
692 d.JointSetAMotorAngle(Amotor, 0, 0);
693 d.JointSetAMotorAngle(Amotor, 1, 0);
694 d.JointSetAMotorAngle(Amotor, 2, 0);
695
696 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
697 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
698 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
699 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
700 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
701 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
702
703 // These lowstops and high stops are effectively (no wiggle room)
704 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
708 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
709 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
710
711 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
712 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
713 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
718 }
719
720 /// <summary>
721 /// Destroys the avatar body and geom
722
723 private void AvatarGeomAndBodyDestroy()
724 {
725 // Kill the Amotor
726 if (Amotor != IntPtr.Zero)
727 {
728 d.JointDestroy(Amotor);
729 Amotor = IntPtr.Zero;
730 }
731
732 if (Body != IntPtr.Zero)
733 {
734 //kill the body
735 d.BodyDestroy(Body);
736 Body = IntPtr.Zero;
737 }
738
739 //kill the Geometry
740 if (Shell != IntPtr.Zero)
741 {
742 _parent_scene.geom_name_map.Remove(Shell);
743 _parent_scene.actor_name_map.Remove(Shell);
744 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
745 d.GeomDestroy(Shell);
746 Shell = IntPtr.Zero;
747 }
748 }
749
750 /// <summary>
751 /// Called from Simulate
752 /// This is the avatar's movement control + PID Controller
753 /// </summary>
754 /// <param name="timeStep"></param>
755 public void Move(float timeStep, List<OdeCharacter> defects)
756 {
757 if (Body == IntPtr.Zero)
758 return;
759
760 d.Vector3 dtmp = d.BodyGetPosition(Body);
761 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
762
763 // the Amotor still lets avatar rotation to drift during colisions
764 // so force it back to identity
765
766 d.Quaternion qtmp;
767 qtmp.W = 1;
768 qtmp.X = 0;
769 qtmp.Y = 0;
770 qtmp.Z = 0;
771 d.BodySetQuaternion(Body, ref qtmp);
772
773 if (m_pidControllerActive == false)
774 {
775 _zeroPosition = localpos;
776 }
777
778 if (!localpos.IsFinite())
779 {
780 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
781 defects.Add(this);
782 // _parent_scene.RemoveCharacter(this);
783
784 // destroy avatar capsule and related ODE data
785 AvatarGeomAndBodyDestroy();
786 return;
787 }
788
789 // check outbounds forcing to be in world
790 bool fixbody = false;
791 if (localpos.X < 0.0f)
792 {
793 fixbody = true;
794 localpos.X = 0.1f;
795 }
796 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
797 {
798 fixbody = true;
799 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
800 }
801 if (localpos.Y < 0.0f)
802 {
803 fixbody = true;
804 localpos.Y = 0.1f;
805 }
806 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
807 {
808 fixbody = true;
809 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
810 }
811 if (fixbody)
812 {
813 m_freemove = false;
814 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
815 }
816
817 float breakfactor;
818
819 Vector3 vec = Vector3.Zero;
820 dtmp = d.BodyGetLinearVel(Body);
821 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
822 float velLengthSquared = vel.LengthSquared();
823
824 float movementdivisor = 1f;
825 //Ubit change divisions into multiplications below
826 if (!m_alwaysRun)
827 movementdivisor = 1 / walkDivisor;
828 else
829 movementdivisor = 1 / runDivisor;
830
831 //******************************************
832 // colide with land
833 d.AABB aabb;
834 d.GeomGetAABB(Shell, out aabb);
835 float chrminZ = aabb.MinZ;
836
837 Vector3 posch = localpos;
838
839 float ftmp;
840
841 if (flying)
842 {
843 ftmp = timeStep;
844 posch.X += vel.X * ftmp;
845 posch.Y += vel.Y * ftmp;
846 }
847
848 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
849 if (chrminZ < terrainheight)
850 {
851 float depth = terrainheight - chrminZ;
852 if (!flying)
853 {
854 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
855 }
856 else
857 vec.Z = depth * PID_P * 50;
858
859 if (depth < 0.1f)
860 {
861 m_colliderGroundfilter++;
862 if (m_colliderGroundfilter > 2)
863 {
864 m_iscolliding = true;
865 m_colliderfilter = 2;
866
867 if (m_colliderGroundfilter > 10)
868 {
869 m_colliderGroundfilter = 10;
870 m_freemove = false;
871 }
872
873 m_iscollidingGround = true;
874
875 ContactPoint contact = new ContactPoint();
876 contact.PenetrationDepth = depth;
877 contact.Position.X = localpos.X;
878 contact.Position.Y = localpos.Y;
879 contact.Position.Z = chrminZ;
880 contact.SurfaceNormal.X = 0f;
881 contact.SurfaceNormal.Y = 0f;
882 contact.SurfaceNormal.Z = -1f;
883 contact.RelativeSpeed = -vel.Z;
884 AddCollisionEvent(0, contact);
885
886 vec.Z *= 0.5f;
887 }
888 }
889
890 else
891 {
892 m_colliderGroundfilter = 0;
893 m_iscollidingGround = false;
894 }
895 }
896 else
897 {
898 m_colliderGroundfilter = 0;
899 m_iscollidingGround = false;
900 }
901
902 //******************************************
903
904 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
905
906 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
907 if (!tviszero)
908 m_freemove = false;
909
910 if (!m_freemove)
911 {
912
913 // if velocity is zero, use position control; otherwise, velocity control
914 if (tviszero && m_iscolliding)
915 {
916 // keep track of where we stopped. No more slippin' & slidin'
917 if (!_zeroFlag)
918 {
919 _zeroFlag = true;
920 _zeroPosition = localpos;
921 }
922 if (m_pidControllerActive)
923 {
924 // We only want to deactivate the PID Controller if we think we want to have our surrogate
925 // react to the physics scene by moving it's position.
926 // Avatar to Avatar collisions
927 // Prim to avatar collisions
928
929 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
930 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
931 if (flying)
932 {
933 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
934 }
935 }
936 //PidStatus = true;
937 }
938 else
939 {
940 m_pidControllerActive = true;
941 _zeroFlag = false;
942
943 if (m_iscolliding)
944 {
945 if (!flying)
946 {
947 if (_target_velocity.Z > 0.0f)
948 {
949 // We're colliding with something and we're not flying but we're moving
950 // This means we're walking or running. JUMPING
951 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
952 }
953 // We're standing on something
954 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
955 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
956 }
957 else
958 {
959 // We're flying and colliding with something
960 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
961 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
962 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
963 }
964 }
965 else // ie not colliding
966 {
967 if (flying) //(!m_iscolliding && flying)
968 {
969 // we're in mid air suspended
970 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
971 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
972 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
973 }
974
975 else
976 {
977 // we're not colliding and we're not flying so that means we're falling!
978 // m_iscolliding includes collisions with the ground.
979
980 // d.Vector3 pos = d.BodyGetPosition(Body);
981 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
982 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
983 }
984 }
985 }
986
987 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
988 {
989 breakfactor = 0.16f * m_mass;
990 vec.X -= breakfactor * vel.X;
991 vec.Y -= breakfactor * vel.Y;
992 vec.Z -= breakfactor * vel.Z;
993 }
994 }
995 else
996 {
997 breakfactor = m_mass;
998 vec.X -= breakfactor * vel.X;
999 vec.Y -= breakfactor * vel.Y;
1000 if (flying)
1001 vec.Z -= breakfactor * vel.Z;
1002 else
1003 vec.Z -= .5f* m_mass * vel.Z;
1004 }
1005
1006 if (flying)
1007 {
1008 vec.Z -= _parent_scene.gravityz * m_mass;
1009
1010 //Added for auto fly height. Kitto Flora
1011 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1012
1013 if (localpos.Z < target_altitude)
1014 {
1015 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1016 }
1017 // end add Kitto Flora
1018 }
1019
1020 if (vec.IsFinite())
1021 {
1022 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1023 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1024 }
1025 else
1026 {
1027 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1028 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1029 defects.Add(this);
1030 // _parent_scene.RemoveCharacter(this);
1031 // destroy avatar capsule and related ODE data
1032 AvatarGeomAndBodyDestroy();
1033 return;
1034 }
1035
1036 // update our local ideia of position velocity and aceleration
1037 _position = localpos;
1038 if (_zeroFlag)
1039 {
1040 _velocity = Vector3.Zero;
1041 _acceleration = Vector3.Zero;
1042 }
1043 else
1044 {
1045 _acceleration = _velocity; // previus velocity
1046 _velocity = vel;
1047 _acceleration = (vel - _acceleration) / timeStep;
1048 }
1049
1050 }
1051
1052 /// <summary>
1053 /// Updates the reported position and velocity.
1054 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1055 /// also outbounds checking
1056 /// copy and outbounds now done in move(..) at ode rate
1057 ///
1058 /// </summary>
1059 public void UpdatePositionAndVelocity()
1060 {
1061 return;
1062
1063// if (Body == IntPtr.Zero)
1064// return;
1065
1066 }
1067
1068 /// <summary>
1069 /// Cleanup the things we use in the scene.
1070 /// </summary>
1071 public void Destroy()
1072 {
1073 AddChange(changes.Remove, null);
1074 }
1075
1076 public override void CrossingFailure()
1077 {
1078 }
1079
1080 public override Vector3 PIDTarget { set { return; } }
1081 public override bool PIDActive { set { return; } }
1082 public override float PIDTau { set { return; } }
1083
1084 public override float PIDHoverHeight { set { return; } }
1085 public override bool PIDHoverActive { set { return; } }
1086 public override PIDHoverType PIDHoverType { set { return; } }
1087 public override float PIDHoverTau { set { return; } }
1088
1089 public override Quaternion APIDTarget { set { return; } }
1090
1091 public override bool APIDActive { set { return; } }
1092
1093 public override float APIDStrength { set { return; } }
1094
1095 public override float APIDDamping { set { return; } }
1096
1097
1098 public override void SubscribeEvents(int ms)
1099 {
1100 m_eventsubscription = ms;
1101 m_cureventsubscription = 0;
1102 if (CollisionEventsThisFrame == null)
1103 CollisionEventsThisFrame = new CollisionEventUpdate();
1104 SentEmptyCollisionsEvent = false;
1105 }
1106
1107 public override void UnSubscribeEvents()
1108 {
1109 if (CollisionEventsThisFrame != null)
1110 {
1111 CollisionEventsThisFrame.Clear();
1112 CollisionEventsThisFrame = null;
1113 }
1114 m_eventsubscription = 0;
1115 }
1116
1117 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1118 {
1119 if (CollisionEventsThisFrame == null)
1120 CollisionEventsThisFrame = new CollisionEventUpdate();
1121 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1122 _parent_scene.AddCollisionEventReporting(this);
1123 }
1124
1125 public void SendCollisions()
1126 {
1127 if (CollisionEventsThisFrame == null)
1128 return;
1129
1130 if (m_cureventsubscription < m_eventsubscription)
1131 return;
1132
1133 m_cureventsubscription = 0;
1134
1135 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1136
1137 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1138 {
1139 base.SendCollisionUpdate(CollisionEventsThisFrame);
1140
1141 if (ncolisions == 0)
1142 {
1143 SentEmptyCollisionsEvent = true;
1144 _parent_scene.RemoveCollisionEventReporting(this);
1145 }
1146 else
1147 {
1148 SentEmptyCollisionsEvent = false;
1149 CollisionEventsThisFrame.Clear();
1150 }
1151 }
1152 }
1153
1154 internal void AddCollisionFrameTime(int t)
1155 {
1156 // protect it from overflow crashing
1157 if (m_cureventsubscription < 50000)
1158 m_cureventsubscription += t;
1159 }
1160
1161 public override bool SubscribedEvents()
1162 {
1163 if (m_eventsubscription > 0)
1164 return true;
1165 return false;
1166 }
1167
1168 private void changePhysicsStatus(bool NewStatus)
1169 {
1170 if (NewStatus != m_isPhysical)
1171 {
1172 if (NewStatus)
1173 {
1174 // Create avatar capsule and related ODE data
1175 if ((Shell != IntPtr.Zero))
1176 {
1177 // a lost shell ?
1178 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1179 + (Shell != IntPtr.Zero ? "Shell " : "")
1180 + (Body != IntPtr.Zero ? "Body " : "")
1181 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1182 AvatarGeomAndBodyDestroy();
1183 }
1184
1185 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1186 _parent_scene.geom_name_map[Shell] = m_name;
1187 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1188 _parent_scene.AddCharacter(this);
1189 }
1190 else
1191 {
1192 _parent_scene.RemoveCollisionEventReporting(this);
1193 _parent_scene.RemoveCharacter(this);
1194 // destroy avatar capsule and related ODE data
1195 AvatarGeomAndBodyDestroy();
1196 }
1197 m_freemove = false;
1198 m_isPhysical = NewStatus;
1199 }
1200 }
1201
1202 private void changeAdd()
1203 {
1204 changePhysicsStatus(true);
1205 }
1206
1207 private void changeRemove()
1208 {
1209 changePhysicsStatus(false);
1210 }
1211
1212 private void changeShape(PrimitiveBaseShape arg)
1213 {
1214 }
1215
1216 private void changeSize(Vector3 Size)
1217 {
1218 if (Size.IsFinite())
1219 {
1220 float caplen = Size.Z;
1221
1222 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1223
1224 if (caplen != CAPSULE_LENGTH)
1225 {
1226 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1227 {
1228 AvatarGeomAndBodyDestroy();
1229
1230 float prevCapsule = CAPSULE_LENGTH;
1231 CAPSULE_LENGTH = caplen;
1232
1233 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1234 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1235
1236 Velocity = Vector3.Zero;
1237
1238 _parent_scene.geom_name_map[Shell] = m_name;
1239 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1240 }
1241 else
1242 {
1243 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1244 + (Shell == IntPtr.Zero ? "Shell " : "")
1245 + (Body == IntPtr.Zero ? "Body " : "")
1246 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1247 }
1248 }
1249 m_freemove = false;
1250 m_pidControllerActive = true;
1251 }
1252 else
1253 {
1254 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1255 }
1256 }
1257
1258 private void changePosition( Vector3 newPos)
1259 {
1260 if (Body != IntPtr.Zero)
1261 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1262 _position = newPos;
1263 m_freemove = false;
1264 m_pidControllerActive = true;
1265 }
1266
1267 private void changeOrientation(Quaternion newOri)
1268 {
1269 }
1270
1271 private void changeVelocity(Vector3 newVel)
1272 {
1273 m_pidControllerActive = true;
1274 m_freemove = false;
1275 _target_velocity = newVel;
1276 }
1277
1278 private void changeSetTorque(Vector3 newTorque)
1279 {
1280 }
1281
1282 private void changeAddForce(Vector3 newForce)
1283 {
1284 }
1285
1286 private void changeAddAngularForce(Vector3 arg)
1287 {
1288 }
1289
1290 private void changeAngularLock(Vector3 arg)
1291 {
1292 }
1293
1294 private void changeFloatOnWater(bool arg)
1295 {
1296 }
1297
1298 private void changeVolumedetetion(bool arg)
1299 {
1300 }
1301
1302 private void changeSelectedStatus(bool arg)
1303 {
1304 }
1305
1306 private void changeDisable(bool arg)
1307 {
1308 }
1309
1310 private void changeBuilding(bool arg)
1311 {
1312 }
1313
1314 private void setFreeMove()
1315 {
1316 m_pidControllerActive = true;
1317 _zeroFlag = false;
1318 _target_velocity = Vector3.Zero;
1319 m_freemove = true;
1320 m_colliderfilter = -2;
1321 m_colliderObjectfilter = -2;
1322 m_colliderGroundfilter = -2;
1323
1324 m_iscolliding = false;
1325 m_iscollidingGround = false;
1326 m_iscollidingObj = false;
1327
1328 CollisionEventsThisFrame.Clear();
1329 }
1330
1331 private void changeForce(Vector3 newForce)
1332 {
1333 setFreeMove();
1334
1335 if (Body != IntPtr.Zero)
1336 {
1337 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1338 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1339 }
1340 }
1341
1342 // for now momentum is actually velocity
1343 private void changeMomentum(Vector3 newmomentum)
1344 {
1345 _velocity = newmomentum;
1346 setFreeMove();
1347
1348 if (Body != IntPtr.Zero)
1349 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1350 }
1351
1352 private void donullchange()
1353 {
1354 }
1355
1356 public bool DoAChange(changes what, object arg)
1357 {
1358 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1359 {
1360 return false;
1361 }
1362
1363 // nasty switch
1364 switch (what)
1365 {
1366 case changes.Add:
1367 changeAdd();
1368 break;
1369 case changes.Remove:
1370 changeRemove();
1371 break;
1372
1373 case changes.Position:
1374 changePosition((Vector3)arg);
1375 break;
1376
1377 case changes.Orientation:
1378 changeOrientation((Quaternion)arg);
1379 break;
1380
1381 case changes.PosOffset:
1382 donullchange();
1383 break;
1384
1385 case changes.OriOffset:
1386 donullchange();
1387 break;
1388
1389 case changes.Velocity:
1390 changeVelocity((Vector3)arg);
1391 break;
1392
1393 // case changes.Acceleration:
1394 // changeacceleration((Vector3)arg);
1395 // break;
1396 // case changes.AngVelocity:
1397 // changeangvelocity((Vector3)arg);
1398 // break;
1399
1400 case changes.Force:
1401 changeForce((Vector3)arg);
1402 break;
1403
1404 case changes.Torque:
1405 changeSetTorque((Vector3)arg);
1406 break;
1407
1408 case changes.AddForce:
1409 changeAddForce((Vector3)arg);
1410 break;
1411
1412 case changes.AddAngForce:
1413 changeAddAngularForce((Vector3)arg);
1414 break;
1415
1416 case changes.AngLock:
1417 changeAngularLock((Vector3)arg);
1418 break;
1419
1420 case changes.Size:
1421 changeSize((Vector3)arg);
1422 break;
1423
1424 case changes.Momentum:
1425 changeMomentum((Vector3)arg);
1426 break;
1427/* not in use for now
1428 case changes.Shape:
1429 changeShape((PrimitiveBaseShape)arg);
1430 break;
1431
1432 case changes.CollidesWater:
1433 changeFloatOnWater((bool)arg);
1434 break;
1435
1436 case changes.VolumeDtc:
1437 changeVolumedetetion((bool)arg);
1438 break;
1439
1440 case changes.Physical:
1441 changePhysicsStatus((bool)arg);
1442 break;
1443
1444 case changes.Selected:
1445 changeSelectedStatus((bool)arg);
1446 break;
1447
1448 case changes.disabled:
1449 changeDisable((bool)arg);
1450 break;
1451
1452 case changes.building:
1453 changeBuilding((bool)arg);
1454 break;
1455*/
1456 case changes.Null:
1457 donullchange();
1458 break;
1459
1460 default:
1461 donullchange();
1462 break;
1463 }
1464 return false;
1465 }
1466
1467 public void AddChange(changes what, object arg)
1468 {
1469 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1470 }
1471 }
1472}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..e900c02
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1086 @@
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 break;
430 case Vehicle.ROLL_FRAME:
431 m_RollreferenceFrame = pValue;
432 break;
433 }
434 }//end ProcessRotationVehicleParam
435
436 internal void ProcessVehicleFlags(int pParam, bool remove)
437 {
438 if (remove)
439 {
440 m_flags &= ~((VehicleFlag)pParam);
441 }
442 else
443 {
444 m_flags |= (VehicleFlag)pParam;
445 }
446 }//end ProcessVehicleFlags
447
448 internal void ProcessTypeChange(Vehicle pType)
449 {
450 m_lmEfect = 0;
451
452 m_amEfect = 0;
453 m_ffactor = 1f;
454
455 m_linearMotorDirection = Vector3.Zero;
456 m_angularMotorDirection = Vector3.Zero;
457
458 m_BlockingEndPoint = Vector3.Zero;
459 m_RollreferenceFrame = Quaternion.Identity;
460 m_linearMotorOffset = Vector3.Zero;
461
462 m_referenceFrame = Quaternion.Identity;
463
464 // Set Defaults For Type
465 m_type = pType;
466 switch (pType)
467 {
468 case Vehicle.TYPE_NONE:
469 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
471 m_linearMotorTimescale = 1000;
472 m_linearMotorDecayTimescale = 120 * m_invtimestep;
473 m_angularMotorTimescale = 1000;
474 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
475 m_VhoverHeight = 0;
476 m_VhoverEfficiency = 1;
477 m_VhoverTimescale = 1000;
478 m_VehicleBuoyancy = 0;
479 m_linearDeflectionEfficiency = 0;
480 m_linearDeflectionTimescale = 1000;
481 m_angularDeflectionEfficiency = 0;
482 m_angularDeflectionTimescale = 1000;
483 m_bankingEfficiency = 0;
484 m_bankingMix = 1;
485 m_bankingTimescale = 1000;
486 m_verticalAttractionEfficiency = 0;
487 m_verticalAttractionTimescale = 1000;
488
489 m_flags = (VehicleFlag)0;
490 break;
491
492 case Vehicle.TYPE_SLED:
493 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
494 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
495 m_linearMotorTimescale = 1000;
496 m_linearMotorDecayTimescale = 120 * m_invtimestep;
497 m_angularMotorTimescale = 1000;
498 m_angularMotorDecayTimescale = 120 * m_invtimestep;
499 m_VhoverHeight = 0;
500 m_VhoverEfficiency = 1;
501 m_VhoverTimescale = 10;
502 m_VehicleBuoyancy = 0;
503 m_linearDeflectionEfficiency = 1;
504 m_linearDeflectionTimescale = 1;
505 m_angularDeflectionEfficiency = 0;
506 m_angularDeflectionTimescale = 10;
507 m_verticalAttractionEfficiency = 1;
508 m_verticalAttractionTimescale = 1000;
509 m_bankingEfficiency = 0;
510 m_bankingMix = 1;
511 m_bankingTimescale = 10;
512 m_flags &=
513 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
514 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
515 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
516 VehicleFlag.LIMIT_ROLL_ONLY |
517 VehicleFlag.LIMIT_MOTOR_UP);
518 break;
519
520 case Vehicle.TYPE_CAR:
521 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
522 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
523 m_linearMotorTimescale = 1;
524 m_linearMotorDecayTimescale = 60 * m_invtimestep;
525 m_angularMotorTimescale = 1;
526 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
527 m_VhoverHeight = 0;
528 m_VhoverEfficiency = 0;
529 m_VhoverTimescale = 1000;
530 m_VehicleBuoyancy = 0;
531 m_linearDeflectionEfficiency = 1;
532 m_linearDeflectionTimescale = 2;
533 m_angularDeflectionEfficiency = 0;
534 m_angularDeflectionTimescale = 10;
535 m_verticalAttractionEfficiency = 1f;
536 m_verticalAttractionTimescale = 10f;
537 m_bankingEfficiency = -0.2f;
538 m_bankingMix = 1;
539 m_bankingTimescale = 1;
540 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
541 VehicleFlag.HOVER_TERRAIN_ONLY |
542 VehicleFlag.HOVER_GLOBAL_HEIGHT);
543 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
544 VehicleFlag.LIMIT_ROLL_ONLY |
545 VehicleFlag.LIMIT_MOTOR_UP |
546 VehicleFlag.HOVER_UP_ONLY);
547 break;
548 case Vehicle.TYPE_BOAT:
549 m_linearFrictionTimescale = new Vector3(10, 3, 2);
550 m_angularFrictionTimescale = new Vector3(10, 10, 10);
551 m_linearMotorTimescale = 5;
552 m_linearMotorDecayTimescale = 60 * m_invtimestep;
553 m_angularMotorTimescale = 4;
554 m_angularMotorDecayTimescale = 4 * m_invtimestep;
555 m_VhoverHeight = 0;
556 m_VhoverEfficiency = 0.5f;
557 m_VhoverTimescale = 2;
558 m_VehicleBuoyancy = 1;
559 m_linearDeflectionEfficiency = 0.5f;
560 m_linearDeflectionTimescale = 3;
561 m_angularDeflectionEfficiency = 0.5f;
562 m_angularDeflectionTimescale = 5;
563 m_verticalAttractionEfficiency = 0.5f;
564 m_verticalAttractionTimescale = 5f;
565 m_bankingEfficiency = -0.3f;
566 m_bankingMix = 0.8f;
567 m_bankingTimescale = 1;
568 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
569 VehicleFlag.HOVER_GLOBAL_HEIGHT |
570 VehicleFlag.HOVER_UP_ONLY); // |
571// VehicleFlag.LIMIT_ROLL_ONLY);
572 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
573 VehicleFlag.LIMIT_MOTOR_UP |
574 VehicleFlag.HOVER_UP_ONLY | // new sl
575 VehicleFlag.HOVER_WATER_ONLY);
576 break;
577
578 case Vehicle.TYPE_AIRPLANE:
579 m_linearFrictionTimescale = new Vector3(200, 10, 5);
580 m_angularFrictionTimescale = new Vector3(20, 20, 20);
581 m_linearMotorTimescale = 2;
582 m_linearMotorDecayTimescale = 60 * m_invtimestep;
583 m_angularMotorTimescale = 4;
584 m_angularMotorDecayTimescale = 8 * m_invtimestep;
585 m_VhoverHeight = 0;
586 m_VhoverEfficiency = 0.5f;
587 m_VhoverTimescale = 1000;
588 m_VehicleBuoyancy = 0;
589 m_linearDeflectionEfficiency = 0.5f;
590 m_linearDeflectionTimescale = 0.5f;
591 m_angularDeflectionEfficiency = 1;
592 m_angularDeflectionTimescale = 2;
593 m_verticalAttractionEfficiency = 0.9f;
594 m_verticalAttractionTimescale = 2f;
595 m_bankingEfficiency = 1;
596 m_bankingMix = 0.7f;
597 m_bankingTimescale = 2;
598 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
599 VehicleFlag.HOVER_TERRAIN_ONLY |
600 VehicleFlag.HOVER_GLOBAL_HEIGHT |
601 VehicleFlag.HOVER_UP_ONLY |
602 VehicleFlag.NO_DEFLECTION_UP |
603 VehicleFlag.LIMIT_MOTOR_UP);
604 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
605 break;
606
607 case Vehicle.TYPE_BALLOON:
608 m_linearFrictionTimescale = new Vector3(5, 5, 5);
609 m_angularFrictionTimescale = new Vector3(10, 10, 10);
610 m_linearMotorTimescale = 5;
611 m_linearMotorDecayTimescale = 60 * m_invtimestep;
612 m_angularMotorTimescale = 6;
613 m_angularMotorDecayTimescale = 10 * m_invtimestep;
614 m_VhoverHeight = 5;
615 m_VhoverEfficiency = 0.8f;
616 m_VhoverTimescale = 10;
617 m_VehicleBuoyancy = 1;
618 m_linearDeflectionEfficiency = 0;
619 m_linearDeflectionTimescale = 5 * m_invtimestep;
620 m_angularDeflectionEfficiency = 0;
621 m_angularDeflectionTimescale = 5;
622 m_verticalAttractionEfficiency = 1f;
623 m_verticalAttractionTimescale = 1000f;
624 m_bankingEfficiency = 0;
625 m_bankingMix = 0.7f;
626 m_bankingTimescale = 5;
627 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
628 VehicleFlag.HOVER_TERRAIN_ONLY |
629 VehicleFlag.HOVER_UP_ONLY |
630 VehicleFlag.NO_DEFLECTION_UP |
631 VehicleFlag.LIMIT_MOTOR_UP | //);
632 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
633 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
634
635// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
636// VehicleFlag.HOVER_GLOBAL_HEIGHT);
637 break;
638
639 }
640
641 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
642 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
643
644 }//end SetDefaultsForType
645
646 internal void Stop()
647 {
648 m_lmEfect = 0;
649 m_lmDecay = 0f;
650 m_amEfect = 0;
651 m_amDecay = 0;
652 m_ffactor = 1f;
653 }
654
655 public static Vector3 Xrot(Quaternion rot)
656 {
657 Vector3 vec;
658 rot.Normalize(); // just in case
659 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
660 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
661 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
662 return vec;
663 }
664
665 public static Vector3 Zrot(Quaternion rot)
666 {
667 Vector3 vec;
668 rot.Normalize(); // just in case
669 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
670 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
671 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
672
673 return vec;
674 }
675
676 private const float pi = (float)Math.PI;
677 private const float halfpi = 0.5f * (float)Math.PI;
678 private const float twopi = 2.0f * pi;
679
680 public static Vector3 ubitRot2Euler(Quaternion rot)
681 {
682 // returns roll in X
683 // pitch in Y
684 // yaw in Z
685 Vector3 vec;
686
687 // assuming rot is normalised
688 // rot.Normalize();
689
690 float zX = rot.X * rot.Z + rot.Y * rot.W;
691
692 if (zX < -0.49999f)
693 {
694 vec.X = 0;
695 vec.Y = -halfpi;
696 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
697 }
698 else if (zX > 0.49999f)
699 {
700 vec.X = 0;
701 vec.Y = halfpi;
702 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
703 }
704 else
705 {
706 vec.Y = (float)Math.Asin(2 * zX);
707
708 float sqw = rot.W * rot.W;
709
710 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
711 float zZ = rot.Z * rot.Z + sqw - 0.5f;
712
713 vec.X = (float)Math.Atan2(minuszY, zZ);
714
715 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
716 float yY = rot.X * rot.X + sqw - 0.5f;
717 vec.Z = (float)Math.Atan2(yX, yY);
718 }
719 return vec;
720 }
721
722 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
723 {
724 // assuming rot is normalised
725 // rot.Normalize();
726
727 float zX = rot.X * rot.Z + rot.Y * rot.W;
728
729 if (zX < -0.49999f)
730 {
731 roll = 0;
732 pitch = -halfpi;
733 }
734 else if (zX > 0.49999f)
735 {
736 roll = 0;
737 pitch = halfpi;
738 }
739 else
740 {
741 pitch = (float)Math.Asin(2 * zX);
742
743 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
744 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
745
746 roll = (float)Math.Atan2(minuszY, zZ);
747 }
748 return ;
749 }
750
751 internal void Step()
752 {
753 IntPtr Body = rootPrim.Body;
754
755 d.Mass dmass;
756 d.BodyGetMass(Body, out dmass);
757
758 d.Quaternion rot = d.BodyGetQuaternion(Body);
759 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
760 Quaternion rotq = objrotq; // rotq = rotation of object
761 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
762 Quaternion irotq = Quaternion.Inverse(rotq);
763
764 d.Vector3 dvtmp;
765 Vector3 tmpV;
766 Vector3 curVel; // velocity in world
767 Vector3 curAngVel; // angular velocity in world
768 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
769 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
770 d.Vector3 dtorque = new d.Vector3();
771
772 dvtmp = d.BodyGetLinearVel(Body);
773 curVel.X = dvtmp.X;
774 curVel.Y = dvtmp.Y;
775 curVel.Z = dvtmp.Z;
776 Vector3 curLocalVel = curVel * irotq; // current velocity in local
777
778 dvtmp = d.BodyGetAngularVel(Body);
779 curAngVel.X = dvtmp.X;
780 curAngVel.Y = dvtmp.Y;
781 curAngVel.Z = dvtmp.Z;
782 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
783
784 float ldampZ = 0;
785
786 // linear motor
787 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
788 {
789 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
790 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
791 tmpV *= rotq; // to world
792
793 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
794 tmpV.Z = 0;
795
796 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
797 {
798 // have offset, do it now
799 tmpV *= dmass.mass;
800 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
801 }
802 else
803 {
804 force.X += tmpV.X;
805 force.Y += tmpV.Y;
806 force.Z += tmpV.Z;
807 }
808
809 m_lmEfect *= m_lmDecay;
810// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
811 m_ffactor = 0.0f;
812 }
813 else
814 {
815 m_lmEfect = 0;
816 m_ffactor = 1f;
817 }
818
819 // hover
820 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
821 {
822 // d.Vector3 pos = d.BodyGetPosition(Body);
823 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
824 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
825
826 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
827 float perr;
828
829 // default to global but don't go underground
830 perr = m_VhoverHeight - pos.Z;
831
832 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
833 {
834 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
835 {
836 perr += _pParentScene.GetWaterLevel();
837 }
838 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
839 {
840 perr += t;
841 }
842 else
843 {
844 float w = _pParentScene.GetWaterLevel();
845 if (t > w)
846 perr += t;
847 else
848 perr += w;
849 }
850 }
851 else if (t > m_VhoverHeight)
852 perr = t - pos.Z; ;
853
854 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
855 {
856 ldampZ = m_VhoverEfficiency * m_invtimestep;
857
858 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
859
860 // force.Z += perr - curVel.Z * tmp;
861 force.Z += perr;
862 ldampZ *= -curVel.Z;
863
864 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
865 }
866 else // no buoyancy
867 force.Z += _pParentScene.gravityz;
868 }
869 else
870 {
871 // default gravity and Buoyancy
872 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
873 }
874
875 // linear deflection
876 if (m_linearDeflectionEfficiency > 0)
877 {
878 float len = curVel.Length();
879 if (len > 0.01) // if moving
880 {
881 Vector3 atAxis;
882 atAxis = Xrot(rotq); // where are we pointing to
883 atAxis *= len; // make it same size as world velocity vector
884
885 tmpV = -atAxis; // oposite direction
886 atAxis -= curVel; // error to one direction
887 len = atAxis.LengthSquared();
888
889 tmpV -= curVel; // error to oposite
890 float lens = tmpV.LengthSquared();
891
892 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
893 {
894 if (len < lens)
895 tmpV = atAxis;
896
897 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
898 force.X += tmpV.X;
899 force.Y += tmpV.Y;
900 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
901 force.Z += tmpV.Z;
902 }
903 }
904 }
905
906 // linear friction/damping
907 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
908 {
909 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
910 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
911 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
912 tmpV *= rotq; // to world
913
914 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
915 tmpV.Z = ldampZ;
916 force.X += tmpV.X;
917 force.Y += tmpV.Y;
918 force.Z += tmpV.Z;
919 }
920
921 // vertical atractor
922 if (m_verticalAttractionTimescale < 300)
923 {
924 float roll;
925 float pitch;
926
927
928
929 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
930
931 float ftmp2;
932 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
933 m_amdampX = ftmp2;
934
935 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
936
937 GetRollPitch(irotq, out roll, out pitch);
938
939 if (roll > halfpi)
940 roll = pi - roll;
941 else if (roll < -halfpi)
942 roll = -pi - roll;
943
944 float effroll = pitch / halfpi;
945 effroll *= effroll;
946 effroll = 1 - effroll;
947 effroll *= roll;
948
949
950 torque.X += effroll * ftmp;
951
952 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
953 {
954 float effpitch = roll / halfpi;
955 effpitch *= effpitch;
956 effpitch = 1 - effpitch;
957 effpitch *= pitch;
958
959 torque.Y += effpitch * ftmp;
960 }
961
962 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
963 {
964
965 float broll = effroll;
966 /*
967 if (broll > halfpi)
968 broll = pi - broll;
969 else if (broll < -halfpi)
970 broll = -pi - broll;
971 */
972 broll *= m_bankingEfficiency;
973 if (m_bankingMix != 0)
974 {
975 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
976 if (vfact > 1.0f) vfact = 1.0f;
977
978 if (curLocalVel.X >= 0)
979 broll *= (1 + (vfact - 1) * m_bankingMix);
980 else
981 broll *= -(1 + (vfact - 1) * m_bankingMix);
982 }
983 // make z rot be in world Z not local as seems to be in sl
984
985 broll = broll / m_bankingTimescale;
986
987
988 tmpV = Zrot(irotq);
989 tmpV *= broll;
990
991 torque.X += tmpV.X;
992 torque.Y += tmpV.Y;
993 torque.Z += tmpV.Z;
994
995 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
996 m_amdampY = m_amdampZ;
997
998 }
999 else
1000 {
1001 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1002 m_amdampY = m_amdampX;
1003 }
1004 }
1005 else
1006 {
1007 m_ampwr = 1.0f;
1008 m_amdampX = 1 / m_angularFrictionTimescale.X;
1009 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1010 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1011 }
1012
1013 // angular motor
1014 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1015 {
1016 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1017 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1018 torque.X += tmpV.X * m_ampwr;
1019 torque.Y += tmpV.Y * m_ampwr;
1020 torque.Z += tmpV.Z;
1021
1022 m_amEfect *= m_amDecay;
1023 }
1024 else
1025 m_amEfect = 0;
1026
1027 // angular deflection
1028 if (m_angularDeflectionEfficiency > 0)
1029 {
1030 Vector3 dirv;
1031
1032 if (curLocalVel.X > 0.01f)
1033 dirv = curLocalVel;
1034 else if (curLocalVel.X < -0.01f)
1035 // use oposite
1036 dirv = -curLocalVel;
1037 else
1038 {
1039 // make it fall into small positive x case
1040 dirv.X = 0.01f;
1041 dirv.Y = curLocalVel.Y;
1042 dirv.Z = curLocalVel.Z;
1043 }
1044
1045 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1046
1047 if (Math.Abs(dirv.Z) > 0.01)
1048 {
1049 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1050 }
1051
1052 if (Math.Abs(dirv.Y) > 0.01)
1053 {
1054 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1055 }
1056 }
1057
1058 // angular friction
1059 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1060 {
1061 torque.X -= curLocalAngVel.X * m_amdampX;
1062 torque.Y -= curLocalAngVel.Y * m_amdampY;
1063 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1064 }
1065
1066
1067
1068 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1069 {
1070 force *= dmass.mass;
1071 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1072 }
1073
1074 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1075 {
1076 torque *= m_referenceFrame; // to object frame
1077 dtorque.X = torque.X ;
1078 dtorque.Y = torque.Y;
1079 dtorque.Z = torque.Z;
1080
1081 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1082 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1083 }
1084 }
1085 }
1086}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..ff17a6e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4104 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 private int m_eventsubscription;
198 private int m_cureventsubscription;
199 private CollisionEventUpdate CollisionEventsThisFrame = null;
200 private bool SentEmptyCollisionsEvent;
201
202 public volatile bool childPrim;
203
204 public ODEDynamics m_vehicle;
205
206 internal int m_material = (int)Material.Wood;
207 private float mu;
208 private float bounce;
209
210 /// <summary>
211 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
212 /// </summary>
213 public override bool IsPhysical // this is not reliable for internal use
214 {
215 get { return m_fakeisphysical; }
216 set
217 {
218 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
219 // and also to stop imediatly some updates
220 // but real change will only happen in taintprocessing
221
222 if (!value) // Zero the remembered last velocity
223 m_lastVelocity = Vector3.Zero;
224 AddChange(changes.Physical, value);
225 }
226 }
227
228 public override bool IsVolumeDtc
229 {
230 get { return m_fakeisVolumeDetect; }
231 set
232 {
233 m_fakeisVolumeDetect = value;
234 AddChange(changes.VolumeDtc, value);
235 }
236 }
237
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254 if (value)
255 m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278// cdata.mu *= 0;
279 }
280 }
281
282 public override int PhysicsActorType
283 {
284 get { return (int)ActorTypes.Prim; }
285 set { return; }
286 }
287
288 public override bool SetAlwaysRun
289 {
290 get { return false; }
291 set { return; }
292 }
293
294 public override uint LocalID
295 {
296 get
297 {
298 return m_localID;
299 }
300 set
301 {
302 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
303 m_localID = value;
304 }
305 }
306
307 public override bool Grabbed
308 {
309 set { return; }
310 }
311
312 public override bool Selected
313 {
314 set
315 {
316 if (value)
317 m_isSelected = value; // if true set imediatly to stop moves etc
318 AddChange(changes.Selected, value);
319 }
320 }
321
322 public override bool Flying
323 {
324 // no flying prims for you
325 get { return false; }
326 set { }
327 }
328
329 public override bool IsColliding
330 {
331 get { return m_iscolliding; }
332 set
333 {
334 if (value)
335 {
336 m_colliderfilter += 2;
337 if (m_colliderfilter > 2)
338 m_colliderfilter = 2;
339 }
340 else
341 {
342 m_colliderfilter--;
343 if (m_colliderfilter < 0)
344 m_colliderfilter = 0;
345 }
346
347 if (m_colliderfilter == 0)
348 m_iscolliding = false;
349 else
350 m_iscolliding = true;
351 }
352 }
353
354 public override bool CollidingGround
355 {
356 get { return false; }
357 set { return; }
358 }
359
360 public override bool CollidingObj
361 {
362 get { return false; }
363 set { return; }
364 }
365
366 public override bool ThrottleUpdates
367 {
368 get { return m_throttleUpdates; }
369 set { m_throttleUpdates = value; }
370 }
371
372 public override bool Stopped
373 {
374 get { return _zeroFlag; }
375 }
376
377 public override Vector3 Position
378 {
379 get
380 {
381 if (givefakepos > 0)
382 return fakepos;
383 else
384 return _position;
385 }
386
387 set
388 {
389 fakepos = value;
390 givefakepos++;
391 AddChange(changes.Position, value);
392 }
393 }
394
395 public override Vector3 Size
396 {
397 get { return _size; }
398 set
399 {
400 if (value.IsFinite())
401 {
402 AddChange(changes.Size, value);
403 }
404 else
405 {
406 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
407 }
408 }
409 }
410
411 public override float Mass
412 {
413 get { return primMass; }
414 }
415
416 public override Vector3 Force
417 {
418 //get { return Vector3.Zero; }
419 get { return m_force; }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Force, value);
425 }
426 else
427 {
428 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
429 }
430 }
431 }
432
433 public override void SetVolumeDetect(int param)
434 {
435 m_fakeisVolumeDetect = (param != 0);
436 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
437 }
438
439 public override Vector3 GeometricCenter
440 {
441 // this is not real geometric center but a average of positions relative to root prim acording to
442 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
443 // ignoring tortured prims details since sl also seems to ignore
444 // so no real use in doing it on physics
445 get
446 {
447 return Vector3.Zero;
448 }
449 }
450
451 public override Vector3 CenterOfMass
452 {
453 get
454 {
455 lock (_parent_scene.OdeLock)
456 {
457 d.Vector3 dtmp;
458 if (!childPrim && Body != IntPtr.Zero)
459 {
460 dtmp = d.BodyGetPosition(Body);
461 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
462 }
463 else if (prim_geom != IntPtr.Zero)
464 {
465 d.Quaternion dq;
466 d.GeomCopyQuaternion(prim_geom, out dq);
467 Quaternion q;
468 q.X = dq.X;
469 q.Y = dq.Y;
470 q.Z = dq.Z;
471 q.W = dq.W;
472
473 Vector3 Ptot = primOOBoffset * q;
474 dtmp = d.GeomGetPosition(prim_geom);
475 Ptot.X += dtmp.X;
476 Ptot.Y += dtmp.Y;
477 Ptot.Z += dtmp.Z;
478
479 // if(childPrim) we only know about physical linksets
480 return Ptot;
481/*
482 float tmass = _mass;
483 Ptot *= tmass;
484
485 float m;
486
487 foreach (OdePrim prm in childrenPrim)
488 {
489 m = prm._mass;
490 Ptot += prm.CenterOfMass * m;
491 tmass += m;
492 }
493
494 if (tmass == 0)
495 tmass = 0;
496 else
497 tmass = 1.0f / tmass;
498
499 Ptot *= tmass;
500 return Ptot;
501*/
502 }
503 else
504 return _position;
505 }
506 }
507 }
508
509 public override Vector3 OOBsize
510 {
511 get
512 {
513 return primOOBsize;
514 }
515 }
516
517 public override Vector3 OOBoffset
518 {
519 get
520 {
521 return primOOBoffset;
522 }
523 }
524
525 public override float OOBRadiusSQ
526 {
527 get
528 {
529 return primOOBradiusSQ;
530 }
531 }
532
533 public override PrimitiveBaseShape Shape
534 {
535 set
536 {
537/*
538 IMesh mesh = null;
539 if (_parent_scene.needsMeshing(value))
540 {
541 bool convex;
542 if (m_shapetype == 0)
543 convex = false;
544 else
545 convex = true;
546 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
547 }
548
549 if (mesh != null)
550 {
551 lock (m_meshlock)
552 m_mesh = mesh;
553 }
554*/
555 AddChange(changes.Shape, value);
556 }
557 }
558
559 public override byte PhysicsShapeType
560 {
561 get
562 {
563 return m_shapetype;
564 }
565 set
566 {
567 m_shapetype = value;
568 AddChange(changes.Shape, null);
569 }
570 }
571
572
573 public override Vector3 Velocity
574 {
575 get
576 {
577 if (_zeroFlag)
578 return Vector3.Zero;
579 return _velocity;
580 }
581 set
582 {
583 if (value.IsFinite())
584 {
585 AddChange(changes.Velocity, value);
586 }
587 else
588 {
589 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
590 }
591
592 }
593 }
594
595 public override Vector3 Torque
596 {
597 get
598 {
599 if (!IsPhysical || Body == IntPtr.Zero)
600 return Vector3.Zero;
601
602 return _torque;
603 }
604
605 set
606 {
607 if (value.IsFinite())
608 {
609 AddChange(changes.Torque, value);
610 }
611 else
612 {
613 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
614 }
615 }
616 }
617
618 public override float CollisionScore
619 {
620 get { return m_collisionscore; }
621 set { m_collisionscore = value; }
622 }
623
624 public override bool Kinematic
625 {
626 get { return false; }
627 set { }
628 }
629
630 public override Quaternion Orientation
631 {
632 get
633 {
634 if (givefakeori > 0)
635 return fakeori;
636 else
637
638 return _orientation;
639 }
640 set
641 {
642 if (QuaternionIsFinite(value))
643 {
644 fakeori = value;
645 givefakeori++;
646 AddChange(changes.Orientation, value);
647 }
648 else
649 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
650
651 }
652 }
653
654 public override Vector3 Acceleration
655 {
656 get { return _acceleration; }
657 set { }
658 }
659
660 public override Vector3 RotationalVelocity
661 {
662 get
663 {
664 Vector3 pv = Vector3.Zero;
665 if (_zeroFlag)
666 return pv;
667
668 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
669 return pv;
670
671 return m_rotationalVelocity;
672 }
673 set
674 {
675 if (value.IsFinite())
676 {
677 AddChange(changes.AngVelocity, value);
678 }
679 else
680 {
681 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
682 }
683 }
684 }
685
686 public override float Buoyancy
687 {
688 get { return m_buoyancy; }
689 set
690 {
691 m_buoyancy = value;
692 }
693 }
694
695 public override bool FloatOnWater
696 {
697 set
698 {
699 AddChange(changes.CollidesWater, value);
700 }
701 }
702
703 public override Vector3 PIDTarget
704 {
705 set
706 {
707 if (value.IsFinite())
708 {
709 m_PIDTarget = value;
710 }
711 else
712 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
713 }
714 }
715
716 public override bool PIDActive { set { m_usePID = value; } }
717 public override float PIDTau
718 {
719 set
720 {
721 if (value <= 0)
722 m_PIDTau = 0;
723 else
724 {
725 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
726 if (value < mint)
727 m_PIDTau = mint;
728 else
729 m_PIDTau = value;
730 }
731 }
732 }
733
734 public override float PIDHoverHeight
735 {
736 set
737 {
738 m_PIDHoverHeight = value;
739 if (value == 0)
740 m_useHoverPID = false;
741 }
742 }
743 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
744 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
745 public override float PIDHoverTau
746 {
747 set
748 {
749 if (value <= 0)
750 m_PIDHoverTau = 0;
751 else
752 {
753 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
754 if (value < mint)
755 m_PIDHoverTau = mint;
756 else
757 m_PIDHoverTau = value;
758 }
759 }
760 }
761
762 public override Quaternion APIDTarget { set { return; } }
763
764 public override bool APIDActive { set { return; } }
765
766 public override float APIDStrength { set { return; } }
767
768 public override float APIDDamping { set { return; } }
769
770 public override int VehicleType
771 {
772 // we may need to put a fake on this
773 get
774 {
775 if (m_vehicle == null)
776 return (int)Vehicle.TYPE_NONE;
777 else
778 return (int)m_vehicle.Type;
779 }
780 set
781 {
782 AddChange(changes.VehicleType, value);
783 }
784 }
785
786 public override void VehicleFloatParam(int param, float value)
787 {
788 strVehicleFloatParam fp = new strVehicleFloatParam();
789 fp.param = param;
790 fp.value = value;
791 AddChange(changes.VehicleFloatParam, fp);
792 }
793
794 public override void VehicleVectorParam(int param, Vector3 value)
795 {
796 strVehicleVectorParam fp = new strVehicleVectorParam();
797 fp.param = param;
798 fp.value = value;
799 AddChange(changes.VehicleVectorParam, fp);
800 }
801
802 public override void VehicleRotationParam(int param, Quaternion value)
803 {
804 strVehicleQuatParam fp = new strVehicleQuatParam();
805 fp.param = param;
806 fp.value = value;
807 AddChange(changes.VehicleRotationParam, fp);
808 }
809
810 public override void VehicleFlags(int param, bool value)
811 {
812 strVehicleBoolParam bp = new strVehicleBoolParam();
813 bp.param = param;
814 bp.value = value;
815 AddChange(changes.VehicleFlags, bp);
816 }
817
818 public override void SetVehicle(object vdata)
819 {
820 AddChange(changes.SetVehicle, vdata);
821 }
822 public void SetAcceleration(Vector3 accel)
823 {
824 _acceleration = accel;
825 }
826
827 public override void AddForce(Vector3 force, bool pushforce)
828 {
829 if (force.IsFinite())
830 {
831 if(pushforce)
832 AddChange(changes.AddForce, force);
833 else // a impulse
834 AddChange(changes.AddForce, force * m_invTimeStep);
835 }
836 else
837 {
838 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
839 }
840 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
841 }
842
843 public override void AddAngularForce(Vector3 force, bool pushforce)
844 {
845 if (force.IsFinite())
846 {
847// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
848 AddChange(changes.AddAngForce, force);
849// else // a impulse
850// AddChange(changes.AddAngForce, force * m_invTimeStep);
851 }
852 else
853 {
854 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
855 }
856 }
857
858 public override void CrossingFailure()
859 {
860 if (m_outbounds)
861 {
862 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
863 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
864 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
865
866 m_lastposition = _position;
867 _velocity.X = 0;
868 _velocity.Y = 0;
869 _velocity.Z = 0;
870
871 m_lastVelocity = _velocity;
872 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
873 m_vehicle.Stop();
874
875 if(Body != IntPtr.Zero)
876 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
877 if (prim_geom != IntPtr.Zero)
878 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
879
880 m_outbounds = false;
881 changeDisable(false);
882 base.RequestPhysicsterseUpdate();
883 }
884 }
885
886 public override void SetMomentum(Vector3 momentum)
887 {
888 }
889
890 public override void SetMaterial(int pMaterial)
891 {
892 m_material = pMaterial;
893 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
894 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
895 }
896
897 public void setPrimForRemoval()
898 {
899 AddChange(changes.Remove, null);
900 }
901
902 public override void link(PhysicsActor obj)
903 {
904 AddChange(changes.Link, obj);
905 }
906
907 public override void delink()
908 {
909 AddChange(changes.DeLink, null);
910 }
911
912 public override void LockAngularMotion(Vector3 axis)
913 {
914 // reverse the zero/non zero values for ODE.
915 if (axis.IsFinite())
916 {
917 axis.X = (axis.X > 0) ? 1f : 0f;
918 axis.Y = (axis.Y > 0) ? 1f : 0f;
919 axis.Z = (axis.Z > 0) ? 1f : 0f;
920 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
921 AddChange(changes.AngLock, axis);
922 }
923 else
924 {
925 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
926 }
927 }
928
929 public override void SubscribeEvents(int ms)
930 {
931 m_eventsubscription = ms;
932 m_cureventsubscription = 0;
933 if (CollisionEventsThisFrame == null)
934 CollisionEventsThisFrame = new CollisionEventUpdate();
935 SentEmptyCollisionsEvent = false;
936 }
937
938 public override void UnSubscribeEvents()
939 {
940 if (CollisionEventsThisFrame != null)
941 {
942 CollisionEventsThisFrame.Clear();
943 CollisionEventsThisFrame = null;
944 }
945 m_eventsubscription = 0;
946 // for now still done on odescene
947// _parent_scene.RemoveCollisionEventReporting(this);
948 }
949
950 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
951 {
952 if (CollisionEventsThisFrame == null)
953 CollisionEventsThisFrame = new CollisionEventUpdate();
954 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
955 }
956
957 public void SendCollisions()
958 {
959 if (CollisionEventsThisFrame == null)
960 return;
961
962 if (m_cureventsubscription < m_eventsubscription)
963 return;
964
965 m_cureventsubscription = 0;
966
967 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
968
969 if (!SentEmptyCollisionsEvent || ncolisions > 0)
970 {
971 base.SendCollisionUpdate(CollisionEventsThisFrame);
972
973 if (ncolisions == 0)
974 {
975 SentEmptyCollisionsEvent = true;
976 _parent_scene.RemoveCollisionEventReporting(this);
977 }
978 else
979 {
980 SentEmptyCollisionsEvent = false;
981 CollisionEventsThisFrame.Clear();
982 }
983 }
984 }
985
986 internal void AddCollisionFrameTime(int t)
987 {
988 if (m_cureventsubscription < 50000)
989 m_cureventsubscription += t;
990 }
991
992 public override bool SubscribedEvents()
993 {
994 if (m_eventsubscription > 0)
995 return true;
996 return false;
997 }
998
999
1000 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1001 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1002 {
1003 Name = primName;
1004 LocalID = plocalID;
1005
1006 m_vehicle = null;
1007
1008 if (!pos.IsFinite())
1009 {
1010 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1011 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1012 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1013 }
1014 _position = pos;
1015 givefakepos = 0;
1016
1017 m_timeStep = parent_scene.ODE_STEPSIZE;
1018 m_invTimeStep = 1f / m_timeStep;
1019
1020 m_density = parent_scene.geomDefaultDensity;
1021 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1022 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1023
1024 prim_geom = IntPtr.Zero;
1025 collide_geom = IntPtr.Zero;
1026 Body = IntPtr.Zero;
1027
1028 if (!size.IsFinite())
1029 {
1030 size = new Vector3(0.5f, 0.5f, 0.5f);
1031 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1032 }
1033
1034 if (size.X <= 0) size.X = 0.01f;
1035 if (size.Y <= 0) size.Y = 0.01f;
1036 if (size.Z <= 0) size.Z = 0.01f;
1037
1038 _size = size;
1039
1040 if (!QuaternionIsFinite(rotation))
1041 {
1042 rotation = Quaternion.Identity;
1043 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1044 }
1045
1046 _orientation = rotation;
1047 givefakeori = 0;
1048
1049 _pbs = pbs;
1050
1051 _parent_scene = parent_scene;
1052 m_targetSpace = IntPtr.Zero;
1053
1054 if (pos.Z < 0)
1055 {
1056 m_isphysical = false;
1057 }
1058 else
1059 {
1060 m_isphysical = pisPhysical;
1061 }
1062 m_fakeisphysical = m_isphysical;
1063
1064 m_isVolumeDetect = false;
1065 m_fakeisVolumeDetect = false;
1066
1067 m_force = Vector3.Zero;
1068
1069 m_iscolliding = false;
1070 m_colliderfilter = 0;
1071 m_NoColide = false;
1072
1073 hasOOBoffsetFromMesh = false;
1074 _triMeshData = IntPtr.Zero;
1075
1076 m_shapetype = _shapeType;
1077
1078 m_lastdoneSelected = false;
1079 m_isSelected = false;
1080 m_delaySelect = false;
1081
1082 m_isphantom = pisPhantom;
1083 m_fakeisphantom = pisPhantom;
1084
1085 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1086 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1087
1088 CalcPrimBodyData();
1089
1090 m_mesh = null;
1091 if (_parent_scene.needsMeshing(pbs))
1092 {
1093 bool convex;
1094 if (m_shapetype == 0)
1095 convex = false;
1096 else
1097 convex = true;
1098
1099 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1100 }
1101
1102
1103 m_building = true; // control must set this to false when done
1104
1105 AddChange(changes.Add, null);
1106 }
1107
1108 private void resetCollisionAccounting()
1109 {
1110 m_collisionscore = 0;
1111 }
1112
1113 private void UpdateCollisionCatFlags()
1114 {
1115 if(m_isphysical && m_disabled)
1116 {
1117 m_collisionCategories = 0;
1118 m_collisionFlags = 0;
1119 }
1120
1121 else if (m_isSelected)
1122 {
1123 m_collisionCategories = CollisionCategories.Selected;
1124 m_collisionFlags = 0;
1125 }
1126
1127 else if (m_isVolumeDetect)
1128 {
1129 m_collisionCategories = CollisionCategories.VolumeDtc;
1130 if (m_isphysical)
1131 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1132 else
1133 m_collisionFlags = 0;
1134 }
1135 else if (m_isphantom)
1136 {
1137 m_collisionCategories = CollisionCategories.Phantom;
1138 if (m_isphysical)
1139 m_collisionFlags = CollisionCategories.Land;
1140 else
1141 m_collisionFlags = 0;
1142 }
1143 else
1144 {
1145 m_collisionCategories = CollisionCategories.Geom;
1146 if (m_isphysical)
1147 m_collisionFlags = m_default_collisionFlagsPhysical;
1148 else
1149 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1150 }
1151 }
1152
1153 private void ApplyCollisionCatFlags()
1154 {
1155 if (prim_geom != IntPtr.Zero)
1156 {
1157 if (!childPrim && childrenPrim.Count > 0)
1158 {
1159 foreach (OdePrim prm in childrenPrim)
1160 {
1161 if (m_isphysical && m_disabled)
1162 {
1163 prm.m_collisionCategories = 0;
1164 prm.m_collisionFlags = 0;
1165 }
1166 else
1167 {
1168 // preserve some
1169 if (prm.m_isSelected)
1170 {
1171 prm.m_collisionCategories = CollisionCategories.Selected;
1172 prm.m_collisionFlags = 0;
1173 }
1174 else if (prm.m_isVolumeDetect)
1175 {
1176 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1177 if (m_isphysical)
1178 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1179 else
1180 prm.m_collisionFlags = 0;
1181 }
1182 else if (prm.m_isphantom)
1183 {
1184 prm.m_collisionCategories = CollisionCategories.Phantom;
1185 if (m_isphysical)
1186 prm.m_collisionFlags = CollisionCategories.Land;
1187 else
1188 prm.m_collisionFlags = 0;
1189 }
1190 else
1191 {
1192 prm.m_collisionCategories = m_collisionCategories;
1193 prm.m_collisionFlags = m_collisionFlags;
1194 }
1195 }
1196
1197 if (prm.prim_geom != IntPtr.Zero)
1198 {
1199 if (prm.m_NoColide)
1200 {
1201 d.GeomSetCategoryBits(prm.prim_geom, 0);
1202 if (m_isphysical)
1203 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1204 else
1205 d.GeomSetCollideBits(prm.prim_geom, 0);
1206 }
1207 else
1208 {
1209 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1210 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1211 }
1212 }
1213 }
1214 }
1215
1216 if (m_NoColide)
1217 {
1218 d.GeomSetCategoryBits(prim_geom, 0);
1219 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1220 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1221 {
1222 d.GeomSetCategoryBits(collide_geom, 0);
1223 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1224 }
1225 }
1226 else
1227 {
1228 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1229 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1230 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1231 {
1232 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1233 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1234 }
1235 }
1236 }
1237 }
1238
1239 private void createAMotor(Vector3 axis)
1240 {
1241 if (Body == IntPtr.Zero)
1242 return;
1243
1244 if (Amotor != IntPtr.Zero)
1245 {
1246 d.JointDestroy(Amotor);
1247 Amotor = IntPtr.Zero;
1248 }
1249
1250 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1251
1252 if (axisnum <= 0)
1253 return;
1254
1255 // stop it
1256 d.BodySetTorque(Body, 0, 0, 0);
1257 d.BodySetAngularVel(Body, 0, 0, 0);
1258
1259 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1260 d.JointAttach(Amotor, Body, IntPtr.Zero);
1261
1262 d.JointSetAMotorMode(Amotor, 0);
1263
1264 d.JointSetAMotorNumAxes(Amotor, axisnum);
1265
1266 // get current orientation to lock
1267
1268 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1269 Quaternion curr; // crap convertion between identical things
1270 curr.X = dcur.X;
1271 curr.Y = dcur.Y;
1272 curr.Z = dcur.Z;
1273 curr.W = dcur.W;
1274 Vector3 ax;
1275
1276 int i = 0;
1277 int j = 0;
1278 if (axis.X == 0)
1279 {
1280 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1281 // ODE should do this with axis relative to body 1 but seems to fail
1282 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1283 d.JointSetAMotorAngle(Amotor, 0, 0);
1284 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1285 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1286 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1287 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1288 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1289 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1290 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1291 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1292 i++;
1293 j = 256; // move to next axis set
1294 }
1295
1296 if (axis.Y == 0)
1297 {
1298 ax = (new Vector3(0, 1, 0)) * curr;
1299 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1300 d.JointSetAMotorAngle(Amotor, i, 0);
1301 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1302 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1303 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1304 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1305 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1306 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1307 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1309 i++;
1310 j += 256;
1311 }
1312
1313 if (axis.Z == 0)
1314 {
1315 ax = (new Vector3(0, 0, 1)) * curr;
1316 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1317 d.JointSetAMotorAngle(Amotor, i, 0);
1318 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1319 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1320 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1321 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1322 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1323 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1324 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1325 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1326 }
1327 }
1328
1329 private bool setMesh(OdeScene parent_scene)
1330 {
1331 IntPtr vertices, indices;
1332 int vertexCount, indexCount;
1333 int vertexStride, triStride;
1334
1335 if (Body != IntPtr.Zero)
1336 {
1337 if (childPrim)
1338 {
1339 if (_parent != null)
1340 {
1341 OdePrim parent = (OdePrim)_parent;
1342 parent.ChildDelink(this, false);
1343 }
1344 }
1345 else
1346 {
1347 DestroyBody();
1348 }
1349 }
1350
1351 IMesh mesh = null;
1352
1353
1354 lock (m_meshlock)
1355 {
1356 if (m_mesh == null)
1357 {
1358 bool convex;
1359 if (m_shapetype == 0)
1360 convex = false;
1361 else
1362 convex = true;
1363
1364 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1365 }
1366 else
1367 {
1368 mesh = m_mesh;
1369 }
1370
1371 if (mesh == null)
1372 {
1373 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1374 return false;
1375 }
1376
1377
1378 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1379 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1380
1381 if (vertexCount == 0 || indexCount == 0)
1382 {
1383 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1384 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1385 mesh.releaseSourceMeshData();
1386 return false;
1387 }
1388
1389 primOOBoffset = mesh.GetCentroid();
1390 hasOOBoffsetFromMesh = true;
1391
1392 mesh.releaseSourceMeshData();
1393 m_mesh = null;
1394 }
1395
1396 IntPtr geo = IntPtr.Zero;
1397
1398 try
1399 {
1400 _triMeshData = d.GeomTriMeshDataCreate();
1401
1402 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1403 d.GeomTriMeshDataPreprocess(_triMeshData);
1404
1405 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1406 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1407 }
1408
1409 catch (Exception e)
1410 {
1411 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1412 if (_triMeshData != IntPtr.Zero)
1413 {
1414 d.GeomTriMeshDataDestroy(_triMeshData);
1415 _triMeshData = IntPtr.Zero;
1416 }
1417 return false;
1418 }
1419
1420 SetGeom(geo);
1421 return true;
1422 }
1423
1424 private void SetGeom(IntPtr geom)
1425 {
1426 prim_geom = geom;
1427 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1428 if (prim_geom != IntPtr.Zero)
1429 {
1430 if (m_NoColide)
1431 {
1432 d.GeomSetCategoryBits(prim_geom, 0);
1433 if (m_isphysical)
1434 {
1435 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1436 }
1437 else
1438 {
1439 d.GeomSetCollideBits(prim_geom, 0);
1440 d.GeomDisable(prim_geom);
1441 }
1442 }
1443 else
1444 {
1445 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1446 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1447 }
1448
1449 CalcPrimBodyData();
1450
1451 _parent_scene.geom_name_map[prim_geom] = Name;
1452 _parent_scene.actor_name_map[prim_geom] = this;
1453
1454 }
1455 else
1456 m_log.Warn("Setting bad Geom");
1457 }
1458
1459
1460 /// <summary>
1461 /// Create a geometry for the given mesh in the given target space.
1462 /// </summary>
1463 /// <param name="m_targetSpace"></param>
1464 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1465 private void CreateGeom()
1466 {
1467 if (_triMeshData != IntPtr.Zero)
1468 {
1469 d.GeomTriMeshDataDestroy(_triMeshData);
1470 _triMeshData = IntPtr.Zero;
1471 }
1472
1473 bool haveMesh = false;
1474 hasOOBoffsetFromMesh = false;
1475 m_NoColide = false;
1476
1477 if (_parent_scene.needsMeshing(_pbs))
1478 {
1479 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1480 if (!haveMesh)
1481 m_NoColide = true;
1482 }
1483
1484 if (!haveMesh)
1485 {
1486 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1487 && _size.X == _size.Y && _size.Y == _size.Z)
1488 { // it's a sphere
1489 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1490 try
1491 {
1492 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1493 }
1494 catch (Exception e)
1495 {
1496 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1497 return;
1498 }
1499 }
1500 else
1501 {// do it as a box
1502 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1503 try
1504 {
1505 //Console.WriteLine(" CreateGeom 4");
1506 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1507 }
1508 catch (Exception e)
1509 {
1510 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1511 return;
1512 }
1513 }
1514 }
1515 }
1516
1517 /// <summary>
1518 /// Set a new geometry for this prim.
1519 /// </summary>
1520 /// <param name="geom"></param>
1521 private void RemoveGeom()
1522 {
1523 if (prim_geom != IntPtr.Zero)
1524 {
1525 _parent_scene.geom_name_map.Remove(prim_geom);
1526 _parent_scene.actor_name_map.Remove(prim_geom);
1527 try
1528 {
1529 d.GeomDestroy(prim_geom);
1530 if (_triMeshData != IntPtr.Zero)
1531 {
1532 d.GeomTriMeshDataDestroy(_triMeshData);
1533 _triMeshData = IntPtr.Zero;
1534 }
1535 }
1536 // catch (System.AccessViolationException)
1537 catch (Exception e)
1538 {
1539 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1540 }
1541
1542 prim_geom = IntPtr.Zero;
1543 collide_geom = IntPtr.Zero;
1544 }
1545 else
1546 {
1547 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1548 }
1549 Body = IntPtr.Zero;
1550 hasOOBoffsetFromMesh = false;
1551 }
1552/*
1553 private void ChildSetGeom(OdePrim odePrim)
1554 {
1555 // well..
1556 DestroyBody();
1557 MakeBody();
1558 }
1559*/
1560 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1561 // should only be called for non physical prims unless they are becoming non physical
1562 private void SetInStaticSpace(OdePrim prim)
1563 {
1564 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1565 prim.m_targetSpace = targetSpace;
1566 collide_geom = IntPtr.Zero;
1567 }
1568
1569 public void enableBodySoft()
1570 {
1571 m_disabled = false;
1572 if (!childPrim && !m_isSelected)
1573 {
1574 if (m_isphysical && Body != IntPtr.Zero)
1575 {
1576 UpdateCollisionCatFlags();
1577 ApplyCollisionCatFlags();
1578
1579 d.BodyEnable(Body);
1580 }
1581 }
1582 resetCollisionAccounting();
1583 }
1584
1585 private void disableBodySoft()
1586 {
1587 m_disabled = true;
1588 if (!childPrim)
1589 {
1590 if (m_isphysical && Body != IntPtr.Zero)
1591 {
1592 if (m_isSelected)
1593 m_collisionFlags = CollisionCategories.Selected;
1594 else
1595 m_collisionCategories = 0;
1596 m_collisionFlags = 0;
1597 ApplyCollisionCatFlags();
1598 d.BodyDisable(Body);
1599 }
1600 }
1601 }
1602
1603 private void MakeBody()
1604 {
1605 if (!m_isphysical) // only physical get bodies
1606 return;
1607
1608 if (childPrim) // child prims don't get bodies;
1609 return;
1610
1611 if (m_building)
1612 return;
1613
1614 if (prim_geom == IntPtr.Zero)
1615 {
1616 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1617 return;
1618 }
1619
1620 if (Body != IntPtr.Zero)
1621 {
1622// d.BodyDestroy(Body);
1623// Body = IntPtr.Zero;
1624 // do a more complet destruction
1625 DestroyBody();
1626 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1627 }
1628
1629 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1630 {
1631 d.GeomSetBody(prim_geom, IntPtr.Zero);
1632 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1633 }
1634
1635 d.Matrix3 mymat = new d.Matrix3();
1636 d.Quaternion myrot = new d.Quaternion();
1637 d.Mass objdmass = new d.Mass { };
1638
1639 Body = d.BodyCreate(_parent_scene.world);
1640
1641 objdmass = primdMass;
1642
1643 // rotate inertia
1644 myrot.X = _orientation.X;
1645 myrot.Y = _orientation.Y;
1646 myrot.Z = _orientation.Z;
1647 myrot.W = _orientation.W;
1648
1649 d.RfromQ(out mymat, ref myrot);
1650 d.MassRotate(ref objdmass, ref mymat);
1651
1652 // set the body rotation
1653 d.BodySetRotation(Body, ref mymat);
1654
1655 // recompute full object inertia if needed
1656 if (childrenPrim.Count > 0)
1657 {
1658 d.Matrix3 mat = new d.Matrix3();
1659 d.Quaternion quat = new d.Quaternion();
1660 d.Mass tmpdmass = new d.Mass { };
1661 Vector3 rcm;
1662
1663 rcm.X = _position.X;
1664 rcm.Y = _position.Y;
1665 rcm.Z = _position.Z;
1666
1667 lock (childrenPrim)
1668 {
1669 foreach (OdePrim prm in childrenPrim)
1670 {
1671 if (prm.prim_geom == IntPtr.Zero)
1672 {
1673 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1674 continue;
1675 }
1676
1677 tmpdmass = prm.primdMass;
1678
1679 // apply prim current rotation to inertia
1680 quat.X = prm._orientation.X;
1681 quat.Y = prm._orientation.Y;
1682 quat.Z = prm._orientation.Z;
1683 quat.W = prm._orientation.W;
1684 d.RfromQ(out mat, ref quat);
1685 d.MassRotate(ref tmpdmass, ref mat);
1686
1687 Vector3 ppos = prm._position;
1688 ppos.X -= rcm.X;
1689 ppos.Y -= rcm.Y;
1690 ppos.Z -= rcm.Z;
1691 // refer inertia to root prim center of mass position
1692 d.MassTranslate(ref tmpdmass,
1693 ppos.X,
1694 ppos.Y,
1695 ppos.Z);
1696
1697 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1698 // fix prim colision cats
1699
1700 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1701 {
1702 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1703 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1704 }
1705
1706 d.GeomClearOffset(prm.prim_geom);
1707 d.GeomSetBody(prm.prim_geom, Body);
1708 prm.Body = Body;
1709 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1710 }
1711 }
1712 }
1713
1714 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1715 // associate root geom with body
1716 d.GeomSetBody(prim_geom, Body);
1717
1718 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1719 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1720
1721 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1722 myrot.X = -myrot.X;
1723 myrot.Y = -myrot.Y;
1724 myrot.Z = -myrot.Z;
1725
1726 d.RfromQ(out mymat, ref myrot);
1727 d.MassRotate(ref objdmass, ref mymat);
1728
1729 d.BodySetMass(Body, ref objdmass);
1730 _mass = objdmass.mass;
1731
1732 // disconnect from world gravity so we can apply buoyancy
1733 d.BodySetGravityMode(Body, false);
1734
1735 d.BodySetAutoDisableFlag(Body, true);
1736 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1737 d.BodySetDamping(Body, .005f, .005f);
1738
1739 if (m_targetSpace != IntPtr.Zero)
1740 {
1741 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1742 if (d.SpaceQuery(m_targetSpace, prim_geom))
1743 d.SpaceRemove(m_targetSpace, prim_geom);
1744 }
1745
1746 if (childrenPrim.Count == 0)
1747 {
1748 collide_geom = prim_geom;
1749 m_targetSpace = _parent_scene.ActiveSpace;
1750 d.SpaceAdd(m_targetSpace, prim_geom);
1751 }
1752 else
1753 {
1754 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1755 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1756 d.SpaceSetSublevel(m_targetSpace, 3);
1757 d.SpaceSetCleanup(m_targetSpace, false);
1758 d.SpaceAdd(m_targetSpace, prim_geom);
1759
1760 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1761 CollisionCategories.Geom |
1762 CollisionCategories.Phantom |
1763 CollisionCategories.VolumeDtc
1764 ));
1765 d.GeomSetCollideBits(m_targetSpace, 0);
1766 collide_geom = m_targetSpace;
1767 }
1768
1769 if (m_delaySelect)
1770 {
1771 m_isSelected = true;
1772 m_delaySelect = false;
1773 }
1774
1775 lock (childrenPrim)
1776 {
1777 foreach (OdePrim prm in childrenPrim)
1778 {
1779 if (prm.prim_geom == IntPtr.Zero)
1780 continue;
1781
1782 Vector3 ppos = prm._position;
1783 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1784
1785 if (prm.m_targetSpace != m_targetSpace)
1786 {
1787 if (prm.m_targetSpace != IntPtr.Zero)
1788 {
1789 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1790 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1791 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1792 }
1793 prm.m_targetSpace = m_targetSpace;
1794 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1795 }
1796
1797 prm.m_collisionscore = 0;
1798
1799 if(!m_disabled)
1800 prm.m_disabled = false;
1801
1802 _parent_scene.addActivePrim(prm);
1803 }
1804 }
1805
1806 // The body doesn't already have a finite rotation mode set here
1807 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1808 {
1809 createAMotor(m_angularlock);
1810 }
1811
1812 m_collisionscore = 0;
1813
1814 UpdateCollisionCatFlags();
1815 ApplyCollisionCatFlags();
1816
1817 if (m_isSelected || m_disabled)
1818 {
1819 d.BodyDisable(Body);
1820 }
1821 else
1822 {
1823 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1824 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1825 }
1826
1827 _parent_scene.addActivePrim(this);
1828 _parent_scene.addActiveGroups(this);
1829 }
1830
1831 private void DestroyBody()
1832 {
1833 if (Body != IntPtr.Zero)
1834 {
1835 _parent_scene.remActivePrim(this);
1836
1837 collide_geom = IntPtr.Zero;
1838
1839 if (m_disabled)
1840 m_collisionCategories = 0;
1841 else if (m_isSelected)
1842 m_collisionCategories = CollisionCategories.Selected;
1843 else if (m_isVolumeDetect)
1844 m_collisionCategories = CollisionCategories.VolumeDtc;
1845 else if (m_isphantom)
1846 m_collisionCategories = CollisionCategories.Phantom;
1847 else
1848 m_collisionCategories = CollisionCategories.Geom;
1849
1850 m_collisionFlags = 0;
1851
1852 if (prim_geom != IntPtr.Zero)
1853 {
1854 if (m_NoColide)
1855 {
1856 d.GeomSetCategoryBits(prim_geom, 0);
1857 d.GeomSetCollideBits(prim_geom, 0);
1858 }
1859 else
1860 {
1861 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1862 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1863 }
1864 UpdateDataFromGeom();
1865 d.GeomSetBody(prim_geom, IntPtr.Zero);
1866 SetInStaticSpace(this);
1867 }
1868
1869 if (!childPrim)
1870 {
1871 lock (childrenPrim)
1872 {
1873 foreach (OdePrim prm in childrenPrim)
1874 {
1875 _parent_scene.remActivePrim(prm);
1876
1877 if (prm.m_isSelected)
1878 prm.m_collisionCategories = CollisionCategories.Selected;
1879 else if (prm.m_isVolumeDetect)
1880 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1881 else if (prm.m_isphantom)
1882 prm.m_collisionCategories = CollisionCategories.Phantom;
1883 else
1884 prm.m_collisionCategories = CollisionCategories.Geom;
1885
1886 prm.m_collisionFlags = 0;
1887
1888 if (prm.prim_geom != IntPtr.Zero)
1889 {
1890 if (prm.m_NoColide)
1891 {
1892 d.GeomSetCategoryBits(prm.prim_geom, 0);
1893 d.GeomSetCollideBits(prm.prim_geom, 0);
1894 }
1895 else
1896 {
1897 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1898 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1899 }
1900 prm.UpdateDataFromGeom();
1901 SetInStaticSpace(prm);
1902 }
1903 prm.Body = IntPtr.Zero;
1904 prm._mass = prm.primMass;
1905 prm.m_collisionscore = 0;
1906 }
1907 }
1908 if (Amotor != IntPtr.Zero)
1909 {
1910 d.JointDestroy(Amotor);
1911 Amotor = IntPtr.Zero;
1912 }
1913 _parent_scene.remActiveGroup(this);
1914 d.BodyDestroy(Body);
1915 }
1916 Body = IntPtr.Zero;
1917 }
1918 _mass = primMass;
1919 m_collisionscore = 0;
1920 }
1921
1922 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1923 {
1924 d.Matrix3 mat = new d.Matrix3();
1925 d.Quaternion quat = new d.Quaternion();
1926
1927 d.Mass tmpdmass = new d.Mass { };
1928 d.Mass objdmass = new d.Mass { };
1929
1930 d.BodyGetMass(Body, out tmpdmass);
1931 objdmass = tmpdmass;
1932
1933 d.Vector3 dobjpos;
1934 d.Vector3 thispos;
1935
1936 // get current object position and rotation
1937 dobjpos = d.BodyGetPosition(Body);
1938
1939 // get prim own inertia in its local frame
1940 tmpdmass = primdMass;
1941
1942 // transform to object frame
1943 mat = d.GeomGetOffsetRotation(prim_geom);
1944 d.MassRotate(ref tmpdmass, ref mat);
1945
1946 thispos = d.GeomGetOffsetPosition(prim_geom);
1947 d.MassTranslate(ref tmpdmass,
1948 thispos.X,
1949 thispos.Y,
1950 thispos.Z);
1951
1952 // subtract current prim inertia from object
1953 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1954
1955 // back prim own inertia
1956 tmpdmass = primdMass;
1957
1958 // update to new position and orientation
1959 _position = NewPos;
1960 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1961 _orientation = newrot;
1962 quat.X = newrot.X;
1963 quat.Y = newrot.Y;
1964 quat.Z = newrot.Z;
1965 quat.W = newrot.W;
1966 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1967
1968 mat = d.GeomGetOffsetRotation(prim_geom);
1969 d.MassRotate(ref tmpdmass, ref mat);
1970
1971 thispos = d.GeomGetOffsetPosition(prim_geom);
1972 d.MassTranslate(ref tmpdmass,
1973 thispos.X,
1974 thispos.Y,
1975 thispos.Z);
1976
1977 d.MassAdd(ref objdmass, ref tmpdmass);
1978
1979 // fix all positions
1980 IntPtr g = d.BodyGetFirstGeom(Body);
1981 while (g != IntPtr.Zero)
1982 {
1983 thispos = d.GeomGetOffsetPosition(g);
1984 thispos.X -= objdmass.c.X;
1985 thispos.Y -= objdmass.c.Y;
1986 thispos.Z -= objdmass.c.Z;
1987 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1988 g = d.dBodyGetNextGeom(g);
1989 }
1990 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1991
1992 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1993 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1994 d.BodySetMass(Body, ref objdmass);
1995 _mass = objdmass.mass;
1996 }
1997
1998
1999
2000 private void FixInertia(Vector3 NewPos)
2001 {
2002 d.Matrix3 primmat = new d.Matrix3();
2003 d.Mass tmpdmass = new d.Mass { };
2004 d.Mass objdmass = new d.Mass { };
2005 d.Mass primmass = new d.Mass { };
2006
2007 d.Vector3 dobjpos;
2008 d.Vector3 thispos;
2009
2010 d.BodyGetMass(Body, out objdmass);
2011
2012 // get prim own inertia in its local frame
2013 primmass = primdMass;
2014 // transform to object frame
2015 primmat = d.GeomGetOffsetRotation(prim_geom);
2016 d.MassRotate(ref primmass, ref primmat);
2017
2018 tmpdmass = primmass;
2019
2020 thispos = d.GeomGetOffsetPosition(prim_geom);
2021 d.MassTranslate(ref tmpdmass,
2022 thispos.X,
2023 thispos.Y,
2024 thispos.Z);
2025
2026 // subtract current prim inertia from object
2027 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2028
2029 // update to new position
2030 _position = NewPos;
2031 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2032
2033 thispos = d.GeomGetOffsetPosition(prim_geom);
2034 d.MassTranslate(ref primmass,
2035 thispos.X,
2036 thispos.Y,
2037 thispos.Z);
2038
2039 d.MassAdd(ref objdmass, ref primmass);
2040
2041 // fix all positions
2042 IntPtr g = d.BodyGetFirstGeom(Body);
2043 while (g != IntPtr.Zero)
2044 {
2045 thispos = d.GeomGetOffsetPosition(g);
2046 thispos.X -= objdmass.c.X;
2047 thispos.Y -= objdmass.c.Y;
2048 thispos.Z -= objdmass.c.Z;
2049 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2050 g = d.dBodyGetNextGeom(g);
2051 }
2052
2053 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2054
2055 // get current object position and rotation
2056 dobjpos = d.BodyGetPosition(Body);
2057
2058 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2059 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2060 d.BodySetMass(Body, ref objdmass);
2061 _mass = objdmass.mass;
2062 }
2063
2064 private void FixInertia(Quaternion newrot)
2065 {
2066 d.Matrix3 mat = new d.Matrix3();
2067 d.Quaternion quat = new d.Quaternion();
2068
2069 d.Mass tmpdmass = new d.Mass { };
2070 d.Mass objdmass = new d.Mass { };
2071 d.Vector3 dobjpos;
2072 d.Vector3 thispos;
2073
2074 d.BodyGetMass(Body, out objdmass);
2075
2076 // get prim own inertia in its local frame
2077 tmpdmass = primdMass;
2078 mat = d.GeomGetOffsetRotation(prim_geom);
2079 d.MassRotate(ref tmpdmass, ref mat);
2080 // transform to object frame
2081 thispos = d.GeomGetOffsetPosition(prim_geom);
2082 d.MassTranslate(ref tmpdmass,
2083 thispos.X,
2084 thispos.Y,
2085 thispos.Z);
2086
2087 // subtract current prim inertia from object
2088 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2089
2090 // update to new orientation
2091 _orientation = newrot;
2092 quat.X = newrot.X;
2093 quat.Y = newrot.Y;
2094 quat.Z = newrot.Z;
2095 quat.W = newrot.W;
2096 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2097
2098 tmpdmass = primdMass;
2099 mat = d.GeomGetOffsetRotation(prim_geom);
2100 d.MassRotate(ref tmpdmass, ref mat);
2101 d.MassTranslate(ref tmpdmass,
2102 thispos.X,
2103 thispos.Y,
2104 thispos.Z);
2105
2106 d.MassAdd(ref objdmass, ref tmpdmass);
2107
2108 // fix all positions
2109 IntPtr g = d.BodyGetFirstGeom(Body);
2110 while (g != IntPtr.Zero)
2111 {
2112 thispos = d.GeomGetOffsetPosition(g);
2113 thispos.X -= objdmass.c.X;
2114 thispos.Y -= objdmass.c.Y;
2115 thispos.Z -= objdmass.c.Z;
2116 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2117 g = d.dBodyGetNextGeom(g);
2118 }
2119
2120 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2121 // get current object position and rotation
2122 dobjpos = d.BodyGetPosition(Body);
2123
2124 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2125 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2126 d.BodySetMass(Body, ref objdmass);
2127 _mass = objdmass.mass;
2128 }
2129
2130
2131 #region Mass Calculation
2132
2133 private float CalculatePrimVolume()
2134 {
2135 float volume = _size.X * _size.Y * _size.Z; // default
2136 float tmp;
2137
2138 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2139 float hollowVolume = hollowAmount * hollowAmount;
2140
2141 switch (_pbs.ProfileShape)
2142 {
2143 case ProfileShape.Square:
2144 // default box
2145
2146 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2147 {
2148 if (hollowAmount > 0.0)
2149 {
2150 switch (_pbs.HollowShape)
2151 {
2152 case HollowShape.Square:
2153 case HollowShape.Same:
2154 break;
2155
2156 case HollowShape.Circle:
2157
2158 hollowVolume *= 0.78539816339f;
2159 break;
2160
2161 case HollowShape.Triangle:
2162
2163 hollowVolume *= (0.5f * .5f);
2164 break;
2165
2166 default:
2167 hollowVolume = 0;
2168 break;
2169 }
2170 volume *= (1.0f - hollowVolume);
2171 }
2172 }
2173
2174 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2175 {
2176 //a tube
2177
2178 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2179 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2180 volume -= volume * tmp * tmp;
2181
2182 if (hollowAmount > 0.0)
2183 {
2184 hollowVolume *= hollowAmount;
2185
2186 switch (_pbs.HollowShape)
2187 {
2188 case HollowShape.Square:
2189 case HollowShape.Same:
2190 break;
2191
2192 case HollowShape.Circle:
2193 hollowVolume *= 0.78539816339f;
2194 break;
2195
2196 case HollowShape.Triangle:
2197 hollowVolume *= 0.5f * 0.5f;
2198 break;
2199 default:
2200 hollowVolume = 0;
2201 break;
2202 }
2203 volume *= (1.0f - hollowVolume);
2204 }
2205 }
2206
2207 break;
2208
2209 case ProfileShape.Circle:
2210
2211 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2212 {
2213 volume *= 0.78539816339f; // elipse base
2214
2215 if (hollowAmount > 0.0)
2216 {
2217 switch (_pbs.HollowShape)
2218 {
2219 case HollowShape.Same:
2220 case HollowShape.Circle:
2221 break;
2222
2223 case HollowShape.Square:
2224 hollowVolume *= 0.5f * 2.5984480504799f;
2225 break;
2226
2227 case HollowShape.Triangle:
2228 hollowVolume *= .5f * 1.27323954473516f;
2229 break;
2230
2231 default:
2232 hollowVolume = 0;
2233 break;
2234 }
2235 volume *= (1.0f - hollowVolume);
2236 }
2237 }
2238
2239 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2240 {
2241 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2242 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2243 volume *= (1.0f - tmp * tmp);
2244
2245 if (hollowAmount > 0.0)
2246 {
2247
2248 // calculate the hollow volume by it's shape compared to the prim shape
2249 hollowVolume *= hollowAmount;
2250
2251 switch (_pbs.HollowShape)
2252 {
2253 case HollowShape.Same:
2254 case HollowShape.Circle:
2255 break;
2256
2257 case HollowShape.Square:
2258 hollowVolume *= 0.5f * 2.5984480504799f;
2259 break;
2260
2261 case HollowShape.Triangle:
2262 hollowVolume *= .5f * 1.27323954473516f;
2263 break;
2264
2265 default:
2266 hollowVolume = 0;
2267 break;
2268 }
2269 volume *= (1.0f - hollowVolume);
2270 }
2271 }
2272 break;
2273
2274 case ProfileShape.HalfCircle:
2275 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2276 {
2277 volume *= 0.5236f;
2278
2279 if (hollowAmount > 0.0)
2280 {
2281 hollowVolume *= hollowAmount;
2282
2283 switch (_pbs.HollowShape)
2284 {
2285 case HollowShape.Circle:
2286 case HollowShape.Triangle: // diference in sl is minor and odd
2287 case HollowShape.Same:
2288 break;
2289
2290 case HollowShape.Square:
2291 hollowVolume *= 0.909f;
2292 break;
2293
2294 // case HollowShape.Triangle:
2295 // hollowVolume *= .827f;
2296 // break;
2297 default:
2298 hollowVolume = 0;
2299 break;
2300 }
2301 volume *= (1.0f - hollowVolume);
2302 }
2303
2304 }
2305 break;
2306
2307 case ProfileShape.EquilateralTriangle:
2308
2309 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2310 {
2311 volume *= 0.32475953f;
2312
2313 if (hollowAmount > 0.0)
2314 {
2315
2316 // calculate the hollow volume by it's shape compared to the prim shape
2317 switch (_pbs.HollowShape)
2318 {
2319 case HollowShape.Same:
2320 case HollowShape.Triangle:
2321 hollowVolume *= .25f;
2322 break;
2323
2324 case HollowShape.Square:
2325 hollowVolume *= 0.499849f * 3.07920140172638f;
2326 break;
2327
2328 case HollowShape.Circle:
2329 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2330 // Cyllinder hollow volume calculation
2331
2332 hollowVolume *= 0.1963495f * 3.07920140172638f;
2333 break;
2334
2335 default:
2336 hollowVolume = 0;
2337 break;
2338 }
2339 volume *= (1.0f - hollowVolume);
2340 }
2341 }
2342 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2343 {
2344 volume *= 0.32475953f;
2345 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2346 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2347 volume *= (1.0f - tmp * tmp);
2348
2349 if (hollowAmount > 0.0)
2350 {
2351
2352 hollowVolume *= hollowAmount;
2353
2354 switch (_pbs.HollowShape)
2355 {
2356 case HollowShape.Same:
2357 case HollowShape.Triangle:
2358 hollowVolume *= .25f;
2359 break;
2360
2361 case HollowShape.Square:
2362 hollowVolume *= 0.499849f * 3.07920140172638f;
2363 break;
2364
2365 case HollowShape.Circle:
2366
2367 hollowVolume *= 0.1963495f * 3.07920140172638f;
2368 break;
2369
2370 default:
2371 hollowVolume = 0;
2372 break;
2373 }
2374 volume *= (1.0f - hollowVolume);
2375 }
2376 }
2377 break;
2378
2379 default:
2380 break;
2381 }
2382
2383 float taperX1;
2384 float taperY1;
2385 float taperX;
2386 float taperY;
2387 float pathBegin;
2388 float pathEnd;
2389 float profileBegin;
2390 float profileEnd;
2391
2392 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2393 {
2394 taperX1 = _pbs.PathScaleX * 0.01f;
2395 if (taperX1 > 1.0f)
2396 taperX1 = 2.0f - taperX1;
2397 taperX = 1.0f - taperX1;
2398
2399 taperY1 = _pbs.PathScaleY * 0.01f;
2400 if (taperY1 > 1.0f)
2401 taperY1 = 2.0f - taperY1;
2402 taperY = 1.0f - taperY1;
2403 }
2404 else
2405 {
2406 taperX = _pbs.PathTaperX * 0.01f;
2407 if (taperX < 0.0f)
2408 taperX = -taperX;
2409 taperX1 = 1.0f - taperX;
2410
2411 taperY = _pbs.PathTaperY * 0.01f;
2412 if (taperY < 0.0f)
2413 taperY = -taperY;
2414 taperY1 = 1.0f - taperY;
2415 }
2416
2417 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2418
2419 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2420 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2421 volume *= (pathEnd - pathBegin);
2422
2423 // this is crude aproximation
2424 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2425 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2426 volume *= (profileEnd - profileBegin);
2427
2428 return volume;
2429 }
2430
2431
2432 private void CalcPrimBodyData()
2433 {
2434 float volume;
2435
2436 if (prim_geom == IntPtr.Zero)
2437 {
2438 // Ubit let's have a initial basic OOB
2439 primOOBsize.X = _size.X;
2440 primOOBsize.Y = _size.Y;
2441 primOOBsize.Z = _size.Z;
2442 primOOBoffset = Vector3.Zero;
2443 }
2444 else
2445 {
2446 d.AABB AABB;
2447 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2448
2449 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2450 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2451 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2452 if (!hasOOBoffsetFromMesh)
2453 {
2454 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2455 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2456 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2457 }
2458 }
2459
2460 // also its own inertia and mass
2461 // keep using basic shape mass for now
2462 volume = CalculatePrimVolume();
2463
2464 primVolume = volume;
2465 primMass = m_density * volume;
2466
2467 if (primMass <= 0)
2468 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2469 if (primMass > _parent_scene.maximumMassObject)
2470 primMass = _parent_scene.maximumMassObject;
2471
2472 _mass = primMass; // just in case
2473
2474 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2475
2476 d.MassTranslate(ref primdMass,
2477 primOOBoffset.X,
2478 primOOBoffset.Y,
2479 primOOBoffset.Z);
2480
2481 primOOBsize *= 0.5f; // let obb size be a corner coords
2482 primOOBradiusSQ = primOOBsize.LengthSquared();
2483 }
2484
2485
2486 #endregion
2487
2488
2489 /// <summary>
2490 /// Add a child prim to this parent prim.
2491 /// </summary>
2492 /// <param name="prim">Child prim</param>
2493 // I'm the parent
2494 // prim is the child
2495 public void ParentPrim(OdePrim prim)
2496 {
2497 //Console.WriteLine("ParentPrim " + m_primName);
2498 if (this.m_localID != prim.m_localID)
2499 {
2500 DestroyBody(); // for now we need to rebuil entire object on link change
2501
2502 lock (childrenPrim)
2503 {
2504 // adopt the prim
2505 if (!childrenPrim.Contains(prim))
2506 childrenPrim.Add(prim);
2507
2508 // see if this prim has kids and adopt them also
2509 // should not happen for now
2510 foreach (OdePrim prm in prim.childrenPrim)
2511 {
2512 if (!childrenPrim.Contains(prm))
2513 {
2514 if (prm.Body != IntPtr.Zero)
2515 {
2516 if (prm.prim_geom != IntPtr.Zero)
2517 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2518 if (prm.Body != prim.Body)
2519 prm.DestroyBody(); // don't loose bodies around
2520 prm.Body = IntPtr.Zero;
2521 }
2522
2523 childrenPrim.Add(prm);
2524 prm._parent = this;
2525 }
2526 }
2527 }
2528 //Remove old children from the prim
2529 prim.childrenPrim.Clear();
2530
2531 if (prim.Body != IntPtr.Zero)
2532 {
2533 if (prim.prim_geom != IntPtr.Zero)
2534 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2535 prim.DestroyBody(); // don't loose bodies around
2536 prim.Body = IntPtr.Zero;
2537 }
2538
2539 prim.childPrim = true;
2540 prim._parent = this;
2541
2542 MakeBody(); // full nasty reconstruction
2543 }
2544 }
2545
2546 private void UpdateChildsfromgeom()
2547 {
2548 if (childrenPrim.Count > 0)
2549 {
2550 foreach (OdePrim prm in childrenPrim)
2551 prm.UpdateDataFromGeom();
2552 }
2553 }
2554
2555 private void UpdateDataFromGeom()
2556 {
2557 if (prim_geom != IntPtr.Zero)
2558 {
2559 d.Quaternion qtmp;
2560 d.GeomCopyQuaternion(prim_geom, out qtmp);
2561 _orientation.X = qtmp.X;
2562 _orientation.Y = qtmp.Y;
2563 _orientation.Z = qtmp.Z;
2564 _orientation.W = qtmp.W;
2565
2566 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2567 _position.X = lpos.X;
2568 _position.Y = lpos.Y;
2569 _position.Z = lpos.Z;
2570 }
2571 }
2572
2573 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2574 {
2575 // Okay, we have a delinked child.. destroy all body and remake
2576 if (odePrim != this && !childrenPrim.Contains(odePrim))
2577 return;
2578
2579 DestroyBody();
2580
2581 if (odePrim == this) // delinking the root prim
2582 {
2583 OdePrim newroot = null;
2584 lock (childrenPrim)
2585 {
2586 if (childrenPrim.Count > 0)
2587 {
2588 newroot = childrenPrim[0];
2589 childrenPrim.RemoveAt(0);
2590 foreach (OdePrim prm in childrenPrim)
2591 {
2592 newroot.childrenPrim.Add(prm);
2593 }
2594 childrenPrim.Clear();
2595 }
2596 if (newroot != null)
2597 {
2598 newroot.childPrim = false;
2599 newroot._parent = null;
2600 if (remakebodies)
2601 newroot.MakeBody();
2602 }
2603 }
2604 }
2605
2606 else
2607 {
2608 lock (childrenPrim)
2609 {
2610 childrenPrim.Remove(odePrim);
2611 odePrim.childPrim = false;
2612 odePrim._parent = null;
2613 // odePrim.UpdateDataFromGeom();
2614 if (remakebodies)
2615 odePrim.MakeBody();
2616 }
2617 }
2618 if (remakebodies)
2619 MakeBody();
2620 }
2621
2622 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2623 {
2624 // Okay, we have a delinked child.. destroy all body and remake
2625 if (odePrim != this && !childrenPrim.Contains(odePrim))
2626 return;
2627
2628 DestroyBody();
2629
2630 if (odePrim == this)
2631 {
2632 OdePrim newroot = null;
2633 lock (childrenPrim)
2634 {
2635 if (childrenPrim.Count > 0)
2636 {
2637 newroot = childrenPrim[0];
2638 childrenPrim.RemoveAt(0);
2639 foreach (OdePrim prm in childrenPrim)
2640 {
2641 newroot.childrenPrim.Add(prm);
2642 }
2643 childrenPrim.Clear();
2644 }
2645 if (newroot != null)
2646 {
2647 newroot.childPrim = false;
2648 newroot._parent = null;
2649 newroot.MakeBody();
2650 }
2651 }
2652 if (reMakeBody)
2653 MakeBody();
2654 return;
2655 }
2656 else
2657 {
2658 lock (childrenPrim)
2659 {
2660 childrenPrim.Remove(odePrim);
2661 odePrim.childPrim = false;
2662 odePrim._parent = null;
2663 if (reMakeBody)
2664 odePrim.MakeBody();
2665 }
2666 }
2667 MakeBody();
2668 }
2669
2670 #region changes
2671
2672 private void changeadd()
2673 {
2674 CreateGeom();
2675
2676 if (prim_geom != IntPtr.Zero)
2677 {
2678 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2679 d.Quaternion myrot = new d.Quaternion();
2680 myrot.X = _orientation.X;
2681 myrot.Y = _orientation.Y;
2682 myrot.Z = _orientation.Z;
2683 myrot.W = _orientation.W;
2684 d.GeomSetQuaternion(prim_geom, ref myrot);
2685
2686 if (!m_isphysical)
2687 {
2688 SetInStaticSpace(this);
2689 UpdateCollisionCatFlags();
2690 ApplyCollisionCatFlags();
2691 }
2692 else
2693 MakeBody();
2694 }
2695 }
2696
2697 private void changeAngularLock(Vector3 newLock)
2698 {
2699 // do we have a Physical object?
2700 if (Body != IntPtr.Zero)
2701 {
2702 //Check that we have a Parent
2703 //If we have a parent then we're not authorative here
2704 if (_parent == null)
2705 {
2706 if (!newLock.ApproxEquals(Vector3.One, 0f))
2707 {
2708 createAMotor(newLock);
2709 }
2710 else
2711 {
2712 if (Amotor != IntPtr.Zero)
2713 {
2714 d.JointDestroy(Amotor);
2715 Amotor = IntPtr.Zero;
2716 }
2717 }
2718 }
2719 }
2720 // Store this for later in case we get turned into a separate body
2721 m_angularlock = newLock;
2722 }
2723
2724 private void changeLink(OdePrim NewParent)
2725 {
2726 if (_parent == null && NewParent != null)
2727 {
2728 NewParent.ParentPrim(this);
2729 }
2730 else if (_parent != null)
2731 {
2732 if (_parent is OdePrim)
2733 {
2734 if (NewParent != _parent)
2735 {
2736 (_parent as OdePrim).ChildDelink(this, false); // for now...
2737 childPrim = false;
2738
2739 if (NewParent != null)
2740 {
2741 NewParent.ParentPrim(this);
2742 }
2743 }
2744 }
2745 }
2746 _parent = NewParent;
2747 }
2748
2749
2750 private void Stop()
2751 {
2752 if (!childPrim)
2753 {
2754 m_force = Vector3.Zero;
2755 m_forceacc = Vector3.Zero;
2756 m_angularForceacc = Vector3.Zero;
2757 _torque = Vector3.Zero;
2758 _velocity = Vector3.Zero;
2759 _acceleration = Vector3.Zero;
2760 m_rotationalVelocity = Vector3.Zero;
2761 _target_velocity = Vector3.Zero;
2762 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2763 m_vehicle.Stop();
2764 }
2765
2766 if (Body != IntPtr.Zero)
2767 {
2768 d.BodySetForce(Body, 0f, 0f, 0f);
2769 d.BodySetTorque(Body, 0f, 0f, 0f);
2770 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2771 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2772 }
2773 }
2774
2775 private void changePhantomStatus(bool newval)
2776 {
2777 m_isphantom = newval;
2778
2779 UpdateCollisionCatFlags();
2780 ApplyCollisionCatFlags();
2781 }
2782
2783/* not in use
2784 internal void ChildSelectedChange(bool childSelect)
2785 {
2786 if(childPrim)
2787 return;
2788
2789 if (childSelect == m_isSelected)
2790 return;
2791
2792 if (childSelect)
2793 {
2794 DoSelectedStatus(true);
2795 }
2796
2797 else
2798 {
2799 foreach (OdePrim prm in childrenPrim)
2800 {
2801 if (prm.m_isSelected)
2802 return;
2803 }
2804 DoSelectedStatus(false);
2805 }
2806 }
2807*/
2808 private void changeSelectedStatus(bool newval)
2809 {
2810 if (m_lastdoneSelected == newval)
2811 return;
2812
2813 m_lastdoneSelected = newval;
2814 DoSelectedStatus(newval);
2815 }
2816
2817 private void CheckDelaySelect()
2818 {
2819 if (m_delaySelect)
2820 {
2821 DoSelectedStatus(m_isSelected);
2822 }
2823 }
2824
2825 private void DoSelectedStatus(bool newval)
2826 {
2827 m_isSelected = newval;
2828 Stop();
2829
2830 if (newval)
2831 {
2832 if (!childPrim && Body != IntPtr.Zero)
2833 d.BodyDisable(Body);
2834
2835 if (m_delaySelect || m_isphysical)
2836 {
2837 m_collisionCategories = CollisionCategories.Selected;
2838 m_collisionFlags = 0;
2839
2840 if (!childPrim)
2841 {
2842 foreach (OdePrim prm in childrenPrim)
2843 {
2844 prm.m_collisionCategories = m_collisionCategories;
2845 prm.m_collisionFlags = m_collisionFlags;
2846
2847 if (prm.prim_geom != null)
2848 {
2849
2850 if (prm.m_NoColide)
2851 {
2852 d.GeomSetCategoryBits(prm.prim_geom, 0);
2853 d.GeomSetCollideBits(prm.prim_geom, 0);
2854 }
2855 else
2856 {
2857 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2858 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2859 }
2860 }
2861 prm.m_delaySelect = false;
2862 }
2863 }
2864// else if (_parent != null)
2865// ((OdePrim)_parent).ChildSelectedChange(true);
2866
2867
2868 if (prim_geom != null)
2869 {
2870 if (m_NoColide)
2871 {
2872 d.GeomSetCategoryBits(prim_geom, 0);
2873 d.GeomSetCollideBits(prim_geom, 0);
2874 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2875 {
2876 d.GeomSetCategoryBits(collide_geom, 0);
2877 d.GeomSetCollideBits(collide_geom, 0);
2878 }
2879
2880 }
2881 else
2882 {
2883 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2884 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2885 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2886 {
2887 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2888 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2889 }
2890 }
2891 }
2892
2893 m_delaySelect = false;
2894 }
2895 else if(!m_isphysical)
2896 {
2897 m_delaySelect = true;
2898 }
2899 }
2900 else
2901 {
2902 if (!childPrim)
2903 {
2904 if (Body != IntPtr.Zero && !m_disabled)
2905 d.BodyEnable(Body);
2906 }
2907// else if (_parent != null)
2908// ((OdePrim)_parent).ChildSelectedChange(false);
2909
2910 UpdateCollisionCatFlags();
2911 ApplyCollisionCatFlags();
2912
2913 m_delaySelect = false;
2914 }
2915
2916 resetCollisionAccounting();
2917 }
2918
2919 private void changePosition(Vector3 newPos)
2920 {
2921 CheckDelaySelect();
2922 if (m_isphysical)
2923 {
2924 if (childPrim) // inertia is messed, must rebuild
2925 {
2926 if (m_building)
2927 {
2928 _position = newPos;
2929 }
2930
2931 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2932 {
2933 FixInertia(newPos);
2934 if (!d.BodyIsEnabled(Body))
2935 d.BodyEnable(Body);
2936 }
2937 }
2938 else
2939 {
2940 if (_position != newPos)
2941 {
2942 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2943 _position = newPos;
2944 }
2945 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2946 d.BodyEnable(Body);
2947 }
2948 }
2949 else
2950 {
2951 if (prim_geom != IntPtr.Zero)
2952 {
2953 if (newPos != _position)
2954 {
2955 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2956 _position = newPos;
2957
2958 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2959 }
2960 }
2961 }
2962 givefakepos--;
2963 if (givefakepos < 0)
2964 givefakepos = 0;
2965// changeSelectedStatus();
2966 resetCollisionAccounting();
2967 }
2968
2969 private void changeOrientation(Quaternion newOri)
2970 {
2971 CheckDelaySelect();
2972 if (m_isphysical)
2973 {
2974 if (childPrim) // inertia is messed, must rebuild
2975 {
2976 if (m_building)
2977 {
2978 _orientation = newOri;
2979 }
2980/*
2981 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2982 {
2983 FixInertia(_position, newOri);
2984 if (!d.BodyIsEnabled(Body))
2985 d.BodyEnable(Body);
2986 }
2987*/
2988 }
2989 else
2990 {
2991 if (newOri != _orientation)
2992 {
2993 d.Quaternion myrot = new d.Quaternion();
2994 myrot.X = newOri.X;
2995 myrot.Y = newOri.Y;
2996 myrot.Z = newOri.Z;
2997 myrot.W = newOri.W;
2998 d.GeomSetQuaternion(prim_geom, ref myrot);
2999 _orientation = newOri;
3000 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3001 createAMotor(m_angularlock);
3002 }
3003 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3004 d.BodyEnable(Body);
3005 }
3006 }
3007 else
3008 {
3009 if (prim_geom != IntPtr.Zero)
3010 {
3011 if (newOri != _orientation)
3012 {
3013 d.Quaternion myrot = new d.Quaternion();
3014 myrot.X = newOri.X;
3015 myrot.Y = newOri.Y;
3016 myrot.Z = newOri.Z;
3017 myrot.W = newOri.W;
3018 d.GeomSetQuaternion(prim_geom, ref myrot);
3019 _orientation = newOri;
3020 }
3021 }
3022 }
3023 givefakeori--;
3024 if (givefakeori < 0)
3025 givefakeori = 0;
3026 resetCollisionAccounting();
3027 }
3028
3029 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3030 {
3031 CheckDelaySelect();
3032 if (m_isphysical)
3033 {
3034 if (childPrim && m_building) // inertia is messed, must rebuild
3035 {
3036 _position = newPos;
3037 _orientation = newOri;
3038 }
3039 else
3040 {
3041 if (newOri != _orientation)
3042 {
3043 d.Quaternion myrot = new d.Quaternion();
3044 myrot.X = newOri.X;
3045 myrot.Y = newOri.Y;
3046 myrot.Z = newOri.Z;
3047 myrot.W = newOri.W;
3048 d.GeomSetQuaternion(prim_geom, ref myrot);
3049 _orientation = newOri;
3050 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3051 createAMotor(m_angularlock);
3052 }
3053 if (_position != newPos)
3054 {
3055 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3056 _position = newPos;
3057 }
3058 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3059 d.BodyEnable(Body);
3060 }
3061 }
3062 else
3063 {
3064 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3065 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3066
3067 if (prim_geom != IntPtr.Zero)
3068 {
3069 if (newOri != _orientation)
3070 {
3071 d.Quaternion myrot = new d.Quaternion();
3072 myrot.X = newOri.X;
3073 myrot.Y = newOri.Y;
3074 myrot.Z = newOri.Z;
3075 myrot.W = newOri.W;
3076 d.GeomSetQuaternion(prim_geom, ref myrot);
3077 _orientation = newOri;
3078 }
3079
3080 if (newPos != _position)
3081 {
3082 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3083 _position = newPos;
3084
3085 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3086 }
3087 }
3088 }
3089 givefakepos--;
3090 if (givefakepos < 0)
3091 givefakepos = 0;
3092 givefakeori--;
3093 if (givefakeori < 0)
3094 givefakeori = 0;
3095 resetCollisionAccounting();
3096 }
3097
3098
3099 private void changeDisable(bool disable)
3100 {
3101 if (disable)
3102 {
3103 if (!m_disabled)
3104 disableBodySoft();
3105 }
3106 else
3107 {
3108 if (m_disabled)
3109 enableBodySoft();
3110 }
3111 }
3112
3113 private void changePhysicsStatus(bool NewStatus)
3114 {
3115 CheckDelaySelect();
3116
3117 m_isphysical = NewStatus;
3118
3119 if (!childPrim)
3120 {
3121 if (NewStatus)
3122 {
3123 if (Body == IntPtr.Zero)
3124 MakeBody();
3125 }
3126 else
3127 {
3128 if (Body != IntPtr.Zero)
3129 {
3130 DestroyBody();
3131 }
3132 Stop();
3133 }
3134 }
3135
3136 resetCollisionAccounting();
3137 }
3138
3139 private void changeprimsizeshape()
3140 {
3141 CheckDelaySelect();
3142
3143 OdePrim parent = (OdePrim)_parent;
3144
3145 bool chp = childPrim;
3146
3147 if (chp)
3148 {
3149 if (parent != null)
3150 {
3151 parent.DestroyBody();
3152 }
3153 }
3154 else
3155 {
3156 DestroyBody();
3157 }
3158
3159 RemoveGeom();
3160
3161 // we don't need to do space calculation because the client sends a position update also.
3162 if (_size.X <= 0)
3163 _size.X = 0.01f;
3164 if (_size.Y <= 0)
3165 _size.Y = 0.01f;
3166 if (_size.Z <= 0)
3167 _size.Z = 0.01f;
3168 // Construction of new prim
3169
3170 CreateGeom();
3171
3172 if (prim_geom != IntPtr.Zero)
3173 {
3174 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3175 d.Quaternion myrot = new d.Quaternion();
3176 myrot.X = _orientation.X;
3177 myrot.Y = _orientation.Y;
3178 myrot.Z = _orientation.Z;
3179 myrot.W = _orientation.W;
3180 d.GeomSetQuaternion(prim_geom, ref myrot);
3181 }
3182
3183 if (m_isphysical)
3184 {
3185 if (chp)
3186 {
3187 if (parent != null)
3188 {
3189 parent.MakeBody();
3190 }
3191 }
3192 else
3193 MakeBody();
3194 }
3195
3196 else
3197 {
3198 UpdateCollisionCatFlags();
3199 ApplyCollisionCatFlags();
3200 }
3201
3202 resetCollisionAccounting();
3203 }
3204
3205 private void changeSize(Vector3 newSize)
3206 {
3207 _size = newSize;
3208 changeprimsizeshape();
3209 }
3210
3211 private void changeShape(PrimitiveBaseShape newShape)
3212 {
3213 if(newShape != null)
3214 _pbs = newShape;
3215 changeprimsizeshape();
3216 }
3217
3218 private void changeFloatOnWater(bool newval)
3219 {
3220 m_collidesWater = newval;
3221
3222 UpdateCollisionCatFlags();
3223 ApplyCollisionCatFlags();
3224 }
3225
3226 private void changeSetTorque(Vector3 newtorque)
3227 {
3228 if (!m_isSelected)
3229 {
3230 if (m_isphysical && Body != IntPtr.Zero)
3231 {
3232 if (m_disabled)
3233 enableBodySoft();
3234 else if (!d.BodyIsEnabled(Body))
3235 d.BodyEnable(Body);
3236
3237 }
3238 _torque = newtorque;
3239 }
3240 }
3241
3242 private void changeForce(Vector3 force)
3243 {
3244 m_force = force;
3245 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3246 d.BodyEnable(Body);
3247 }
3248
3249
3250 private void changeAddForce(Vector3 theforce)
3251 {
3252 m_forceacc += theforce;
3253 if (!m_isSelected)
3254 {
3255 lock (this)
3256 {
3257 //m_log.Info("[PHYSICS]: dequeing forcelist");
3258 if (m_isphysical && Body != IntPtr.Zero)
3259 {
3260 if (m_disabled)
3261 enableBodySoft();
3262 else if (!d.BodyIsEnabled(Body))
3263 d.BodyEnable(Body);
3264 }
3265 }
3266
3267 m_collisionscore = 0;
3268 }
3269 }
3270
3271 // actually angular impulse
3272 private void changeAddAngularImpulse(Vector3 aimpulse)
3273 {
3274 m_angularForceacc += aimpulse * m_invTimeStep;
3275 if (!m_isSelected)
3276 {
3277 lock (this)
3278 {
3279 if (m_isphysical && Body != IntPtr.Zero)
3280 {
3281 if (m_disabled)
3282 enableBodySoft();
3283 else if (!d.BodyIsEnabled(Body))
3284 d.BodyEnable(Body);
3285 }
3286 }
3287 m_collisionscore = 0;
3288 }
3289 }
3290
3291 private void changevelocity(Vector3 newVel)
3292 {
3293 float len = newVel.LengthSquared();
3294 if (len > 100000.0f) // limit to 100m/s
3295 {
3296 len = 100.0f / (float)Math.Sqrt(len);
3297 newVel *= len;
3298 }
3299
3300 if (!m_isSelected)
3301 {
3302 if (Body != IntPtr.Zero)
3303 {
3304 if (m_disabled)
3305 enableBodySoft();
3306 else if (!d.BodyIsEnabled(Body))
3307 d.BodyEnable(Body);
3308
3309 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3310 }
3311 //resetCollisionAccounting();
3312 }
3313 _velocity = newVel;
3314 }
3315
3316
3317 private void changeangvelocity(Vector3 newAngVel)
3318 {
3319 float len = newAngVel.LengthSquared();
3320 if (len > 144.0f) // limit to 12rad/s
3321 {
3322 len = 12.0f / (float)Math.Sqrt(len);
3323 newAngVel *= len;
3324 }
3325
3326 if (!m_isSelected)
3327 {
3328 if (Body != IntPtr.Zero)
3329 {
3330 if (m_disabled)
3331 enableBodySoft();
3332 else if (!d.BodyIsEnabled(Body))
3333 d.BodyEnable(Body);
3334
3335
3336 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3337 }
3338 //resetCollisionAccounting();
3339 }
3340 m_rotationalVelocity = newAngVel;
3341 }
3342
3343 private void changeVolumedetetion(bool newVolDtc)
3344 {
3345 m_isVolumeDetect = newVolDtc;
3346 m_fakeisVolumeDetect = newVolDtc;
3347 UpdateCollisionCatFlags();
3348 ApplyCollisionCatFlags();
3349 }
3350
3351 protected void changeBuilding(bool newbuilding)
3352 {
3353 // Check if we need to do anything
3354 if (newbuilding == m_building)
3355 return;
3356
3357 if ((bool)newbuilding)
3358 {
3359 m_building = true;
3360 if (!childPrim)
3361 DestroyBody();
3362 }
3363 else
3364 {
3365 m_building = false;
3366 CheckDelaySelect();
3367 if (!childPrim)
3368 MakeBody();
3369 }
3370 if (!childPrim && childrenPrim.Count > 0)
3371 {
3372 foreach (OdePrim prm in childrenPrim)
3373 prm.changeBuilding(m_building); // call directly
3374 }
3375 }
3376
3377 public void changeSetVehicle(VehicleData vdata)
3378 {
3379 if (m_vehicle == null)
3380 m_vehicle = new ODEDynamics(this);
3381 m_vehicle.DoSetVehicle(vdata);
3382 }
3383 private void changeVehicleType(int value)
3384 {
3385 if (value == (int)Vehicle.TYPE_NONE)
3386 {
3387 if (m_vehicle != null)
3388 m_vehicle = null;
3389 }
3390 else
3391 {
3392 if (m_vehicle == null)
3393 m_vehicle = new ODEDynamics(this);
3394
3395 m_vehicle.ProcessTypeChange((Vehicle)value);
3396 }
3397 }
3398
3399 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3400 {
3401 if (m_vehicle == null)
3402 return;
3403
3404 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3405 }
3406
3407 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3408 {
3409 if (m_vehicle == null)
3410 return;
3411 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3412 }
3413
3414 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3415 {
3416 if (m_vehicle == null)
3417 return;
3418 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3419 }
3420
3421 private void changeVehicleFlags(strVehicleBoolParam bp)
3422 {
3423 if (m_vehicle == null)
3424 return;
3425 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3426 }
3427
3428 #endregion
3429
3430 public void Move()
3431 {
3432 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3433 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3434 {
3435 if (!d.BodyIsEnabled(Body))
3436 {
3437 // let vehicles sleep
3438 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3439 return;
3440
3441 if (++bodydisablecontrol < 20)
3442 return;
3443
3444 bodydisablecontrol = 0;
3445 d.BodyEnable(Body);
3446 }
3447
3448 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3449
3450/* moved down to UpdateMove... where it belongs again
3451
3452 // check outside region
3453
3454 if (lpos.Z < -100 || lpos.Z > 100000f)
3455 {
3456 m_outbounds = true;
3457
3458 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3459 _acceleration.X = 0;
3460 _acceleration.Y = 0;
3461 _acceleration.Z = 0;
3462
3463 _velocity.X = 0;
3464 _velocity.Y = 0;
3465 _velocity.Z = 0;
3466 m_rotationalVelocity.X = 0;
3467 m_rotationalVelocity.Y = 0;
3468 m_rotationalVelocity.Z = 0;
3469
3470 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3471 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3472 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3473 m_lastposition = _position;
3474 m_lastorientation = _orientation;
3475
3476 base.RequestPhysicsterseUpdate();
3477
3478 throttleCounter = 0;
3479 _zeroFlag = true;
3480
3481 disableBodySoft(); // disable it and colisions
3482 base.RaiseOutOfBounds(_position);
3483 return;
3484 }
3485
3486 if (lpos.X < 0f)
3487 {
3488 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3489 m_outbounds = true;
3490 }
3491 else if (lpos.X > _parent_scene.WorldExtents.X)
3492 {
3493 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3494 m_outbounds = true;
3495 }
3496 if (lpos.Y < 0f)
3497 {
3498 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3499 m_outbounds = true;
3500 }
3501 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3502 {
3503 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3504 m_outbounds = true;
3505 }
3506
3507 if (m_outbounds)
3508 {
3509 m_lastposition = _position;
3510 m_lastorientation = _orientation;
3511
3512 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3513 m_rotationalVelocity.X = dtmp.X;
3514 m_rotationalVelocity.Y = dtmp.Y;
3515 m_rotationalVelocity.Z = dtmp.Z;
3516
3517 dtmp = d.BodyGetLinearVel(Body);
3518 _velocity.X = dtmp.X;
3519 _velocity.Y = dtmp.Y;
3520 _velocity.Z = dtmp.Z;
3521
3522 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3523 d.BodySetAngularVel(Body, 0, 0, 0);
3524 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3525 disableBodySoft(); // stop collisions
3526 base.RequestPhysicsterseUpdate();
3527 return;
3528 }
3529*/
3530 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3531 {
3532 // 'VEHICLES' are dealt with in ODEDynamics.cs
3533 m_vehicle.Step();
3534 return;
3535 }
3536
3537 float fx = 0;
3538 float fy = 0;
3539 float fz = 0;
3540
3541 float m_mass = _mass;
3542
3543 if (m_usePID && m_PIDTau > 0)
3544 {
3545 // for now position error
3546 _target_velocity =
3547 new Vector3(
3548 (m_PIDTarget.X - lpos.X),
3549 (m_PIDTarget.Y - lpos.Y),
3550 (m_PIDTarget.Z - lpos.Z)
3551 );
3552
3553 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3554 {
3555 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3556 d.BodySetLinearVel(Body, 0, 0, 0);
3557 return;
3558 }
3559 else
3560 {
3561 _zeroFlag = false;
3562
3563 float tmp = 1 / m_PIDTau;
3564 _target_velocity *= tmp;
3565
3566 // apply limits
3567 tmp = _target_velocity.Length();
3568 if (tmp > 50.0f)
3569 {
3570 tmp = 50 / tmp;
3571 _target_velocity *= tmp;
3572 }
3573 else if (tmp < 0.05f)
3574 {
3575 tmp = 0.05f / tmp;
3576 _target_velocity *= tmp;
3577 }
3578
3579 d.Vector3 vel = d.BodyGetLinearVel(Body);
3580 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3581 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3582 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3583// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3584 }
3585 } // end if (m_usePID)
3586
3587 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3588 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3589 {
3590
3591 // Non-Vehicles have a limited set of Hover options.
3592 // determine what our target height really is based on HoverType
3593
3594 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3595
3596 switch (m_PIDHoverType)
3597 {
3598 case PIDHoverType.Ground:
3599 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3600 break;
3601
3602 case PIDHoverType.GroundAndWater:
3603 m_waterHeight = _parent_scene.GetWaterLevel();
3604 if (m_groundHeight > m_waterHeight)
3605 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3606 else
3607 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3608 break;
3609 } // end switch (m_PIDHoverType)
3610
3611 // don't go underground unless volumedetector
3612
3613 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3614 {
3615 d.Vector3 vel = d.BodyGetLinearVel(Body);
3616
3617 fz = (m_targetHoverHeight - lpos.Z);
3618
3619 // if error is zero, use position control; otherwise, velocity control
3620 if (Math.Abs(fz) < 0.01f)
3621 {
3622 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3623 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3624 }
3625 else
3626 {
3627 _zeroFlag = false;
3628 fz /= m_PIDHoverTau;
3629
3630 float tmp = Math.Abs(fz);
3631 if (tmp > 50)
3632 fz = 50 * Math.Sign(fz);
3633 else if (tmp < 0.1)
3634 fz = 0.1f * Math.Sign(fz);
3635
3636 fz = ((fz - vel.Z) * m_invTimeStep);
3637 }
3638 }
3639 }
3640 else
3641 {
3642 float b = (1.0f - m_buoyancy);
3643 fx = _parent_scene.gravityx * b;
3644 fy = _parent_scene.gravityy * b;
3645 fz = _parent_scene.gravityz * b;
3646 }
3647
3648 fx *= m_mass;
3649 fy *= m_mass;
3650 fz *= m_mass;
3651
3652 // constant force
3653 fx += m_force.X;
3654 fy += m_force.Y;
3655 fz += m_force.Z;
3656
3657 fx += m_forceacc.X;
3658 fy += m_forceacc.Y;
3659 fz += m_forceacc.Z;
3660
3661 m_forceacc = Vector3.Zero;
3662
3663 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3664 if (fx != 0 || fy != 0 || fz != 0)
3665 {
3666 d.BodyAddForce(Body, fx, fy, fz);
3667 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3668 }
3669
3670 Vector3 trq;
3671
3672 trq = _torque;
3673 trq += m_angularForceacc;
3674 m_angularForceacc = Vector3.Zero;
3675 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3676 {
3677 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3678 }
3679 }
3680 else
3681 { // is not physical, or is not a body or is selected
3682 // _zeroPosition = d.BodyGetPosition(Body);
3683 return;
3684 //Console.WriteLine("Nothing " + Name);
3685
3686 }
3687 }
3688
3689 public void UpdatePositionAndVelocity()
3690 {
3691 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3692 {
3693 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3694 {
3695 bool lastZeroFlag = _zeroFlag;
3696
3697 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3698
3699 // check outside region
3700 if (lpos.Z < -100 || lpos.Z > 100000f)
3701 {
3702 m_outbounds = true;
3703
3704 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3705 _acceleration.X = 0;
3706 _acceleration.Y = 0;
3707 _acceleration.Z = 0;
3708
3709 _velocity.X = 0;
3710 _velocity.Y = 0;
3711 _velocity.Z = 0;
3712 m_rotationalVelocity.X = 0;
3713 m_rotationalVelocity.Y = 0;
3714 m_rotationalVelocity.Z = 0;
3715
3716 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3717 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3718 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3719 m_lastposition = _position;
3720 m_lastorientation = _orientation;
3721
3722 base.RequestPhysicsterseUpdate();
3723
3724 throttleCounter = 0;
3725 _zeroFlag = true;
3726
3727 disableBodySoft(); // disable it and colisions
3728 base.RaiseOutOfBounds(_position);
3729 return;
3730 }
3731
3732 if (lpos.X < 0f)
3733 {
3734 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3735 m_outbounds = true;
3736 }
3737 else if (lpos.X > _parent_scene.WorldExtents.X)
3738 {
3739 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3740 m_outbounds = true;
3741 }
3742 if (lpos.Y < 0f)
3743 {
3744 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3745 m_outbounds = true;
3746 }
3747 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3748 {
3749 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3750 m_outbounds = true;
3751 }
3752
3753 if (m_outbounds)
3754 {
3755 m_lastposition = _position;
3756 m_lastorientation = _orientation;
3757
3758 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3759 m_rotationalVelocity.X = dtmp.X;
3760 m_rotationalVelocity.Y = dtmp.Y;
3761 m_rotationalVelocity.Z = dtmp.Z;
3762
3763 dtmp = d.BodyGetLinearVel(Body);
3764 _velocity.X = dtmp.X;
3765 _velocity.Y = dtmp.Y;
3766 _velocity.Z = dtmp.Z;
3767
3768 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3769 d.BodySetAngularVel(Body, 0, 0, 0);
3770 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3771 disableBodySoft(); // stop collisions
3772 base.RequestPhysicsterseUpdate();
3773 return;
3774 }
3775
3776 d.Quaternion ori;
3777 d.GeomCopyQuaternion(prim_geom, out ori);
3778
3779 // decide if moving
3780 // use positions since this are integrated quantities
3781 // tolerance values depende a lot on simulation noise...
3782 // use simple math.abs since we dont need to be exact
3783
3784 if (
3785 (Math.Abs(_position.X - lpos.X) < 0.001f)
3786 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3787 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3788 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3789 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3790 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3791 )
3792 {
3793 _zeroFlag = true;
3794 }
3795 else
3796 _zeroFlag = false;
3797
3798 // update velocities and aceleration
3799 if (!(_zeroFlag && lastZeroFlag))
3800 {
3801 d.Vector3 vel = d.BodyGetLinearVel(Body);
3802
3803 _acceleration = _velocity;
3804
3805 if ((Math.Abs(vel.X) < 0.001f) &&
3806 (Math.Abs(vel.Y) < 0.001f) &&
3807 (Math.Abs(vel.Z) < 0.001f))
3808 {
3809 _velocity = Vector3.Zero;
3810 float t = -m_invTimeStep;
3811 _acceleration = _acceleration * t;
3812 }
3813 else
3814 {
3815 _velocity.X = vel.X;
3816 _velocity.Y = vel.Y;
3817 _velocity.Z = vel.Z;
3818 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3819 }
3820
3821 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3822 (Math.Abs(_acceleration.Y) < 0.01f) &&
3823 (Math.Abs(_acceleration.Z) < 0.01f))
3824 {
3825 _acceleration = Vector3.Zero;
3826 }
3827
3828 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3829 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3830 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3831 )
3832 {
3833 m_rotationalVelocity = Vector3.Zero;
3834 }
3835 else
3836 {
3837 vel = d.BodyGetAngularVel(Body);
3838 m_rotationalVelocity.X = vel.X;
3839 m_rotationalVelocity.Y = vel.Y;
3840 m_rotationalVelocity.Z = vel.Z;
3841 }
3842 }
3843
3844 if (_zeroFlag)
3845 {
3846 if (lastZeroFlag)
3847 {
3848 _velocity = Vector3.Zero;
3849 _acceleration = Vector3.Zero;
3850 m_rotationalVelocity = Vector3.Zero;
3851 }
3852
3853 if (!m_lastUpdateSent)
3854 {
3855 base.RequestPhysicsterseUpdate();
3856 if (lastZeroFlag)
3857 m_lastUpdateSent = true;
3858 }
3859 return;
3860 }
3861
3862 _position.X = lpos.X;
3863 _position.Y = lpos.Y;
3864 _position.Z = lpos.Z;
3865
3866 _orientation.X = ori.X;
3867 _orientation.Y = ori.Y;
3868 _orientation.Z = ori.Z;
3869 _orientation.W = ori.W;
3870 base.RequestPhysicsterseUpdate();
3871 m_lastUpdateSent = false;
3872 }
3873 }
3874 }
3875
3876 internal static bool QuaternionIsFinite(Quaternion q)
3877 {
3878 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3879 return false;
3880 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3881 return false;
3882 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3883 return false;
3884 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3885 return false;
3886 return true;
3887 }
3888
3889 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3890 {
3891 // assumes object center of mass is zero
3892 float smass = part.mass;
3893 theobj.mass -= smass;
3894
3895 smass *= 1.0f / (theobj.mass); ;
3896
3897 theobj.c.X -= part.c.X * smass;
3898 theobj.c.Y -= part.c.Y * smass;
3899 theobj.c.Z -= part.c.Z * smass;
3900
3901 theobj.I.M00 -= part.I.M00;
3902 theobj.I.M01 -= part.I.M01;
3903 theobj.I.M02 -= part.I.M02;
3904 theobj.I.M10 -= part.I.M10;
3905 theobj.I.M11 -= part.I.M11;
3906 theobj.I.M12 -= part.I.M12;
3907 theobj.I.M20 -= part.I.M20;
3908 theobj.I.M21 -= part.I.M21;
3909 theobj.I.M22 -= part.I.M22;
3910 }
3911
3912 private void donullchange()
3913 {
3914 }
3915
3916 public bool DoAChange(changes what, object arg)
3917 {
3918 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3919 {
3920 return false;
3921 }
3922
3923 // nasty switch
3924 switch (what)
3925 {
3926 case changes.Add:
3927 changeadd();
3928 break;
3929 case changes.Remove:
3930 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3931 //When we return true, it destroys all of the prims in the linkset anyway
3932 if (_parent != null)
3933 {
3934 OdePrim parent = (OdePrim)_parent;
3935 parent.ChildRemove(this, false);
3936 }
3937 else
3938 ChildRemove(this, false);
3939
3940 m_vehicle = null;
3941 RemoveGeom();
3942 m_targetSpace = IntPtr.Zero;
3943 if (m_eventsubscription > 0)
3944 UnSubscribeEvents();
3945 return true;
3946
3947 case changes.Link:
3948 OdePrim tmp = (OdePrim)arg;
3949 changeLink(tmp);
3950 break;
3951
3952 case changes.DeLink:
3953 changeLink(null);
3954 break;
3955
3956 case changes.Position:
3957 changePosition((Vector3)arg);
3958 break;
3959
3960 case changes.Orientation:
3961 changeOrientation((Quaternion)arg);
3962 break;
3963
3964 case changes.PosOffset:
3965 donullchange();
3966 break;
3967
3968 case changes.OriOffset:
3969 donullchange();
3970 break;
3971
3972 case changes.Velocity:
3973 changevelocity((Vector3)arg);
3974 break;
3975
3976// case changes.Acceleration:
3977// changeacceleration((Vector3)arg);
3978// break;
3979
3980 case changes.AngVelocity:
3981 changeangvelocity((Vector3)arg);
3982 break;
3983
3984 case changes.Force:
3985 changeForce((Vector3)arg);
3986 break;
3987
3988 case changes.Torque:
3989 changeSetTorque((Vector3)arg);
3990 break;
3991
3992 case changes.AddForce:
3993 changeAddForce((Vector3)arg);
3994 break;
3995
3996 case changes.AddAngForce:
3997 changeAddAngularImpulse((Vector3)arg);
3998 break;
3999
4000 case changes.AngLock:
4001 changeAngularLock((Vector3)arg);
4002 break;
4003
4004 case changes.Size:
4005 changeSize((Vector3)arg);
4006 break;
4007
4008 case changes.Shape:
4009 changeShape((PrimitiveBaseShape)arg);
4010 break;
4011
4012 case changes.CollidesWater:
4013 changeFloatOnWater((bool)arg);
4014 break;
4015
4016 case changes.VolumeDtc:
4017 changeVolumedetetion((bool)arg);
4018 break;
4019
4020 case changes.Phantom:
4021 changePhantomStatus((bool)arg);
4022 break;
4023
4024 case changes.Physical:
4025 changePhysicsStatus((bool)arg);
4026 break;
4027
4028 case changes.Selected:
4029 changeSelectedStatus((bool)arg);
4030 break;
4031
4032 case changes.disabled:
4033 changeDisable((bool)arg);
4034 break;
4035
4036 case changes.building:
4037 changeBuilding((bool)arg);
4038 break;
4039
4040 case changes.VehicleType:
4041 changeVehicleType((int)arg);
4042 break;
4043
4044 case changes.VehicleFlags:
4045 changeVehicleFlags((strVehicleBoolParam) arg);
4046 break;
4047
4048 case changes.VehicleFloatParam:
4049 changeVehicleFloatParam((strVehicleFloatParam) arg);
4050 break;
4051
4052 case changes.VehicleVectorParam:
4053 changeVehicleVectorParam((strVehicleVectorParam) arg);
4054 break;
4055
4056 case changes.VehicleRotationParam:
4057 changeVehicleRotationParam((strVehicleQuatParam) arg);
4058 break;
4059
4060 case changes.SetVehicle:
4061 changeSetVehicle((VehicleData) arg);
4062 break;
4063 case changes.Null:
4064 donullchange();
4065 break;
4066
4067 default:
4068 donullchange();
4069 break;
4070 }
4071 return false;
4072 }
4073
4074 public void AddChange(changes what, object arg)
4075 {
4076 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4077 }
4078
4079
4080 private struct strVehicleBoolParam
4081 {
4082 public int param;
4083 public bool value;
4084 }
4085
4086 private struct strVehicleFloatParam
4087 {
4088 public int param;
4089 public float value;
4090 }
4091
4092 private struct strVehicleQuatParam
4093 {
4094 public int param;
4095 public Quaternion value;
4096 }
4097
4098 private struct strVehicleVectorParam
4099 {
4100 public int param;
4101 public Vector3 value;
4102 }
4103 }
4104}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..5122ebf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,603 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 string name;
474
475 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
476 return;
477
478 if (name == "Terrain")
479 {
480 // land colision
481 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
482 return;
483 }
484 else if (name == "Water")
485 {
486 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
487 return;
488 }
489 else
490 return;
491 }
492 else
493 {
494 if (p2 is OdePrim)
495 {
496 RayFilterFlags thisFlags;
497
498 if (p2.IsPhysical)
499 thisFlags = RayFilterFlags.physical;
500 else
501 thisFlags = RayFilterFlags.nonphysical;
502
503 if (p2.Phantom)
504 thisFlags |= RayFilterFlags.phantom;
505
506 if (p2.IsVolumeDtc)
507 thisFlags |= RayFilterFlags.volumedtc;
508
509 if ((thisFlags & CurrentRayFilter) == 0)
510 return;
511
512 ID = ((OdePrim)p2).m_localID;
513 }
514 else if (p2 is OdeCharacter)
515 {
516 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
517 return;
518 else
519 ID = ((OdeCharacter)p2).m_localID;
520 }
521 else //??
522 return;
523 }
524
525 d.ContactGeom curcontact = new d.ContactGeom();
526
527 // closestHit for now only works for meshs, so must do it for others
528 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
529 {
530 // Loop all contacts, build results.
531 for (int i = 0; i < count; i++)
532 {
533 if (!GetCurContactGeom(i, ref curcontact))
534 break;
535
536 ContactResult collisionresult = new ContactResult();
537 collisionresult.ConsumerID = ID;
538 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
539 collisionresult.Depth = curcontact.depth;
540 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
541 curcontact.normal.Z);
542 lock (m_contactResults)
543 {
544 m_contactResults.Add(collisionresult);
545 if (m_contactResults.Count >= CurrentMaxCount)
546 return;
547 }
548 }
549 }
550 else
551 {
552 // keep only closest contact
553 ContactResult collisionresult = new ContactResult();
554 collisionresult.ConsumerID = ID;
555 collisionresult.Depth = float.MaxValue;
556
557 for (int i = 0; i < count; i++)
558 {
559 if (!GetCurContactGeom(i, ref curcontact))
560 break;
561
562 if (curcontact.depth < collisionresult.Depth)
563 {
564 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
565 collisionresult.Depth = curcontact.depth;
566 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
567 curcontact.normal.Z);
568 }
569 }
570
571 if (collisionresult.Depth != float.MaxValue)
572 {
573 lock (m_contactResults)
574 m_contactResults.Add(collisionresult);
575 }
576 }
577 }
578
579 /// <summary>
580 /// Dereference the creator scene so that it can be garbage collected if needed.
581 /// </summary>
582 internal void Dispose()
583 {
584 m_scene = null;
585 if (ray != IntPtr.Zero)
586 {
587 d.GeomDestroy(ray);
588 ray = IntPtr.Zero;
589 }
590 }
591 }
592
593 public struct ODERayRequest
594 {
595 public IntPtr geom;
596 public Vector3 Origin;
597 public Vector3 Normal;
598 public int Count;
599 public float length;
600 public object callbackMethod;
601 public RayFilterFlags filter;
602 }
603} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..2341186
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2012 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 UbitTerrainClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 5
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
219
220 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
221 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
222
223 #endregion
224
225 #region Structs
226
227 [StructLayout(LayoutKind.Sequential)]
228 public struct AABB
229 {
230 public dReal MinX, MaxX;
231 public dReal MinY, MaxY;
232 public dReal MinZ, MaxZ;
233 }
234
235
236 [StructLayout(LayoutKind.Sequential)]
237 public struct Contact
238 {
239 public SurfaceParameters surface;
240 public ContactGeom geom;
241 public Vector3 fdir1;
242 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
243 }
244
245
246 [StructLayout(LayoutKind.Sequential)]
247 public struct ContactGeom
248 {
249
250 public Vector3 pos;
251 public Vector3 normal;
252 public dReal depth;
253 public IntPtr g1;
254 public IntPtr g2;
255 public int side1;
256 public int side2;
257 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
258 }
259
260 [StructLayout(LayoutKind.Sequential)]
261 public struct GeomClass
262 {
263 public int bytes;
264 public GetColliderFnFn collider;
265 public GetAABBFn aabb;
266 public AABBTestFn aabb_test;
267 public GeomDtorFn dtor;
268 }
269
270
271 [StructLayout(LayoutKind.Sequential)]
272 public struct JointFeedback
273 {
274 public Vector3 f1;
275 public Vector3 t1;
276 public Vector3 f2;
277 public Vector3 t2;
278 }
279
280
281 [StructLayout(LayoutKind.Sequential)]
282 public struct Mass
283 {
284 public dReal mass;
285 public Vector4 c;
286 public Matrix3 I;
287 }
288
289
290 [StructLayout(LayoutKind.Sequential)]
291 public struct Matrix3
292 {
293 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
294 {
295 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
296 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
297 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
298 }
299 public dReal M00, M10, M20;
300 private dReal _m30;
301 public dReal M01, M11, M21;
302 private dReal _m31;
303 public dReal M02, M12, M22;
304 private dReal _m32;
305 }
306
307 [StructLayout(LayoutKind.Sequential)]
308 public struct Matrix4
309 {
310 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
311 dReal m01, dReal m11, dReal m21, dReal m31,
312 dReal m02, dReal m12, dReal m22, dReal m32,
313 dReal m03, dReal m13, dReal m23, dReal m33)
314 {
315 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
316 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
317 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
318 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
319 }
320 public dReal M00, M10, M20, M30;
321 public dReal M01, M11, M21, M31;
322 public dReal M02, M12, M22, M32;
323 public dReal M03, M13, M23, M33;
324 }
325
326 [StructLayout(LayoutKind.Sequential)]
327 public struct Quaternion
328 {
329 public dReal W, X, Y, Z;
330 }
331
332
333 [StructLayout(LayoutKind.Sequential)]
334 public struct SurfaceParameters
335 {
336 public ContactFlags mode;
337 public dReal mu;
338 public dReal mu2;
339 public dReal bounce;
340 public dReal bounce_vel;
341 public dReal soft_erp;
342 public dReal soft_cfm;
343 public dReal motion1;
344 public dReal motion2;
345 public dReal motionN;
346 public dReal slip1;
347 public dReal slip2;
348 }
349
350
351 [StructLayout(LayoutKind.Sequential)]
352 public struct Vector3
353 {
354 public Vector3(dReal x, dReal y, dReal z)
355 {
356 X = x; Y = y; Z = z; _w = 0.0f;
357 }
358 public dReal X, Y, Z;
359 private dReal _w;
360 }
361
362
363 [StructLayout(LayoutKind.Sequential)]
364 public struct Vector4
365 {
366 public Vector4(dReal x, dReal y, dReal z, dReal w)
367 {
368 X = x; Y = y; Z = z; W = w;
369 }
370 public dReal X, Y, Z, W;
371 }
372
373 #endregion
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
376 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
382 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
424 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
425
426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
427 public static extern IntPtr BodyiCreate(IntPtr world);
428 public static IntPtr BodyCreate(IntPtr world)
429 {
430 NTotalBodies++;
431 return BodyiCreate(world);
432 }
433
434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
435 public static extern void BodyiDestroy(IntPtr body);
436 public static void BodyDestroy(IntPtr body)
437 {
438 NTotalBodies--;
439 BodyiDestroy(body);
440 }
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyDisable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
446 public static extern void BodyEnable(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
449 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
452 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
455 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
458 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
461 public static extern int BodyGetAutoDisableSteps(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
464 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
465
466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
467 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
468 public static Vector3 BodyGetAngularVel(IntPtr body)
469 {
470 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
471 }
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
474 public static extern IntPtr BodyGetData(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
477 public static extern int BodyGetFiniteRotationMode(IntPtr body);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
480 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
481
482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
483 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
484 public static Vector3 BodyGetForce(IntPtr body)
485 {
486 unsafe { return *(BodyGetForceUnsafe(body)); }
487 }
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
490 public static extern bool BodyGetGravityMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
493 public static extern int BodyGetGyroscopicMode(IntPtr body);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
496 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
497
498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
499 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
500 public static Vector3 BodyGetLinearVel(IntPtr body)
501 {
502 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
503 }
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
506 public static extern void BodyGetMass(IntPtr body, out Mass mass);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
509 public static extern int BodyGetNumJoints(IntPtr body);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
512 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
513
514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
515 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
516 public static Vector3 BodyGetPosition(IntPtr body)
517 {
518 unsafe { return *(BodyGetPositionUnsafe(body)); }
519 }
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
522 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
523
524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
525 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
526 public static Quaternion BodyGetQuaternion(IntPtr body)
527 {
528 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
529 }
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
535 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
536
537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
538 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
539 public static Matrix3 BodyGetRotation(IntPtr body)
540 {
541 unsafe { return *(BodyGetRotationUnsafe(body)); }
542 }
543
544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
545 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
546 public static Vector3 BodyGetTorque(IntPtr body)
547 {
548 unsafe { return *(BodyGetTorqueUnsafe(body)); }
549 }
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetWorld(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
558 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
559
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
562 public static extern bool BodyIsEnabled(IntPtr body);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableDefaults(IntPtr body);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetData(IntPtr body, IntPtr data);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetLinearDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern dReal BodyGetAngularDamping(IntPtr body);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
619 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
623
624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
625 public static extern void BodySetGravityMode(IntPtr body, bool mode);
626
627 /// <summary>
628 /// Sets the Gyroscopic term status on the body specified.
629 /// </summary>
630 /// <param name="body">Pointer to body</param>
631 /// <param name="enabled">NonZero enabled, Zero disabled</param>
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
633 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetMass(IntPtr body, ref Mass mass);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
663 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
664
665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
666 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
667 ref Vector3 side1, ref Vector3 p2,
668 ref Matrix3 R2, ref Vector3 side2,
669 ref Vector3 normal, out dReal depth, out int return_code,
670 int maxc, out ContactGeom contact, int skip);
671
672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
673 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
674 ref Vector3 side1, ref Vector3 _p2,
675 ref Matrix3 R2, ref Vector3 side2);
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
678 public static extern void CleanupODEAllDataForThread();
679
680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
681 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
682 ref Vector3 b1, ref Vector3 b2,
683 ref Vector3 cp1, ref Vector3 cp2);
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
686 public static extern void CloseODE();
687
688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
689 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
695
696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
697 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
698 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
699 {
700 NTotalGeoms++;
701 return CreateiBox(space, lx, ly, lz);
702 }
703
704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
705 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
706 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
707 {
708 NTotalGeoms++;
709 return CreateiCapsule(space, radius, length);
710 }
711
712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
713 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
714 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
715 {
716 NTotalGeoms++;
717 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
718 }
719
720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
721 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
722 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
723 {
724 NTotalGeoms++;
725 return CreateiCylinder(space, radius, length);
726 }
727
728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
729 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
730 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
731 {
732 NTotalGeoms++;
733 return CreateiHeightfield(space, data, bPlaceable);
734 }
735
736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
737 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
738 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
739 {
740 NTotalGeoms++;
741 return CreateiUbitTerrain(space, data, bPlaceable);
742 }
743
744
745
746
747
748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
749 public static extern IntPtr CreateiGeom(int classnum);
750 public static IntPtr CreateGeom(int classnum)
751 {
752 NTotalGeoms++;
753 return CreateiGeom(classnum);
754 }
755
756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
757 public static extern int CreateGeomClass(ref GeomClass classptr);
758
759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
760 public static extern IntPtr CreateGeomTransform(IntPtr space);
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
764 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
765 {
766 NTotalGeoms++;
767 return CreateiPlane(space, a, b, c, d);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
772 public static IntPtr CreateRay(IntPtr space, dReal length)
773 {
774 NTotalGeoms++;
775 return CreateiRay(space, length);
776 }
777
778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
779 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
780 public static IntPtr CreateSphere(IntPtr space, dReal radius)
781 {
782 NTotalGeoms++;
783 return CreateiSphere(space, radius);
784 }
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
787 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
788 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
789 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
791 {
792 NTotalGeoms++;
793 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
794 }
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
796 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
799 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
802 public static extern int FactorCholesky(ref dReal A00, int n);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
805 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
808 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
814 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
817 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
820 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
823 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
829 public static extern void GeomClearOffset(IntPtr geom);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
847 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
854
855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
856 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
857
858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
859 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomiDestroy(IntPtr geom);
869 public static void GeomDestroy(IntPtr geom)
870 {
871 NTotalGeoms--;
872 GeomiDestroy(geom);
873 }
874
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
877 public static extern void GeomDisable(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
880 public static extern void GeomEnable(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
883 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
886 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetBody(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
892 public static extern uint GeomGetCategoryBits(IntPtr geom);
893
894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
895 public static extern IntPtr GeomGetClassData(IntPtr geom);
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
898 public static extern uint GeomGetCollideBits(IntPtr geom);
899
900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
901 public static extern GeomClassID GeomGetClass(IntPtr geom);
902
903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
904 public static extern IntPtr GeomGetData(IntPtr geom);
905
906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
907 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
908 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
909 {
910 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
911 }
912
913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
914 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
915 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
916 {
917 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
918 }
919
920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
921 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
922 public static Vector3 GeomGetPosition(IntPtr geom)
923 {
924 unsafe { return *(GeomGetPositionUnsafe(geom)); }
925 }
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
929
930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
931 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
934 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
935 public static Matrix3 GeomGetRotation(IntPtr geom)
936 {
937 unsafe { return *(GeomGetRotationUnsafe(geom)); }
938 }
939
940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
941 public static extern IntPtr GeomGetSpace(IntPtr geom);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
979 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
980 dReal width, dReal depth, int widthSamples, int depthSamples,
981 dReal scale, dReal offset, dReal thickness, int bWrap);
982
983
984
985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
986 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
987 dReal width, dReal depth, int widthSamples, int depthSamples,
988 dReal scale, dReal offset, dReal thickness, int bWrap);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
992 dReal width, dReal depth, int widthSamples, int depthSamples,
993 dReal scale, dReal offset, dReal thickness, int bWrap);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
996 public static extern IntPtr GeomHeightfieldDataCreate();
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1005 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1008 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1009
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1013 dReal sampleSize, int widthSamples, int depthSamples,
1014 dReal offset, dReal thickness, int bWrap);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1018 dReal sampleSize, int widthSamples, int depthSamples,
1019 dReal thickness, int bWrap);
1020
1021 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1022 public static extern IntPtr GeomUbitTerrainDataCreate();
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1026
1027 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1028 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1029
1030 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1031 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1032
1033 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1034 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1035
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1038 public static extern bool GeomIsEnabled(IntPtr geom);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1041 public static extern bool GeomIsOffset(IntPtr geom);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1044 public static extern bool GeomIsSpace(IntPtr geom);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1050 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1053 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1065 public static extern int GeomRayGetClosestHit(IntPtr ray);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1068 public static extern dReal GeomRayGetLength(IntPtr ray);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1071 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1095 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1101 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1104 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1110 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1113 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1116 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1129
1130 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1131 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1135
1136 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1137 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1138
1139 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1140 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1141
1142 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1143 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1144
1145 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1146 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1147
1148 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1149 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1150
1151 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1152 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1155 public static extern int GeomTransformGetCleanup(IntPtr geom);
1156
1157 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1158 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1161 public static extern int GeomTransformGetInfo(IntPtr geom);
1162
1163 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1164 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1168
1169 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1170 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1174 double[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1184 double[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 double[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1196 dReal[] vertices, int vertexStride, int vertexCount,
1197 int[] indices, int indexCount, int triStride);
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1201 IntPtr vertices, int vertexStride, int vertexCount,
1202 IntPtr indices, int indexCount, int triStride);
1203
1204 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1205 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1206 dReal[] vertices, int vertexStride, int vertexCount,
1207 int[] indices, int indexCount, int triStride,
1208 dReal[] normals);
1209
1210 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1211 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1212 IntPtr vertices, int vertexStride, int vertexCount,
1213 IntPtr indices, int indexCount, int triStride,
1214 IntPtr normals);
1215
1216 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1217 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1218 float[] vertices, int vertexStride, int vertexCount,
1219 int[] indices, int indexCount, int triStride);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1222 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1223 IntPtr vertices, int vertexStride, int vertexCount,
1224 IntPtr indices, int indexCount, int triStride);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1227 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1228 float[] vertices, int vertexStride, int vertexCount,
1229 int[] indices, int indexCount, int triStride,
1230 float[] normals);
1231
1232 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1233 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1234 IntPtr vertices, int vertexStride, int vertexCount,
1235 IntPtr indices, int indexCount, int triStride,
1236 IntPtr normals);
1237
1238 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1239 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1240
1241 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1242 public static extern IntPtr GeomTriMeshDataCreate();
1243
1244 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1245 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1246
1247 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1248 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1249
1250 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1251 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1252
1253 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1254 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1255
1256 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1257 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1258
1259 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1260 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1261
1262 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1263 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1264
1265 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1266 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1267
1268 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1269 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1270
1271 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1272 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1273 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1274 {
1275 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1276 }
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1279 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1282 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1285 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1288 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1291 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1294 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1297 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1300 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1303 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1306 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1309 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1312 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1315 public static extern IntPtr iGetConfiguration();
1316
1317 public static string GetConfiguration()
1318 {
1319 IntPtr ptr = iGetConfiguration();
1320 string s = Marshal.PtrToStringAnsi(ptr);
1321 return s;
1322 }
1323
1324 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1325 public static extern IntPtr HashSpaceCreate(IntPtr space);
1326
1327 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1328 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1329
1330 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1331 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1332
1333 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1334 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1335
1336 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1337 public static extern void InitODE();
1338
1339 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1340 public static extern int InitODE2(uint ODEInitFlags);
1341
1342 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1343 public static extern int IsPositiveDefinite(ref dReal A, int n);
1344
1345 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1346 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1347
1348 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1349 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1350
1351 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1352 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1353
1354 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1355 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1356
1357 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1358 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1359
1360 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1361 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1362
1363 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1364 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1365
1366 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1367 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1368
1369 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1370 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1371
1372 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1373 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1374
1375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1376 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1378 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1379
1380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1381 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1382
1383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1384 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1385
1386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1387 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1388
1389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1390 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1391
1392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1393 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1394
1395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1396 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1399 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1402 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1405 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointDestroy(IntPtr j);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1417 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1420 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1423 public static extern int JointGetAMotorMode(IntPtr j);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1426 public static extern int JointGetAMotorNumAxes(IntPtr j);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1429 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1438 public static extern IntPtr JointGetBody(IntPtr j);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1441 public static extern IntPtr JointGetData(IntPtr j);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1444 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1445 public static JointFeedback JointGetFeedback(IntPtr j)
1446 {
1447 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1448 }
1449
1450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1451 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1452
1453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1454 public static extern dReal JointGetHingeAngle(IntPtr j);
1455
1456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1457 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1458
1459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1460 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1461
1462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1463 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1464
1465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1466 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1467
1468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1469 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1470
1471 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1472 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1473
1474 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1475 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1476
1477 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1478 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1479
1480 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1481 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1482
1483 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1484 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1485
1486 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1487 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1488
1489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1490 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1491
1492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1493 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1494
1495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1496 public static extern int JointGetLMotorNumAxes(IntPtr j);
1497
1498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1499 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1500
1501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1502 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1503
1504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1505 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1506
1507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1508 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1509
1510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1511 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1512
1513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1514 public static extern dReal JointGetPRPosition(IntPtr j);
1515
1516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1517 public static extern dReal JointGetPRPositionRate(IntPtr j);
1518
1519 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1520 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1521
1522 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1523 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1524
1525 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1526 public static extern dReal JointGetSliderPosition(IntPtr j);
1527
1528 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1529 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1530
1531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1532 public static extern JointType JointGetType(IntPtr j);
1533
1534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1535 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1536
1537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1538 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1539
1540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1541 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1542
1543 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1544 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1545
1546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1547 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1548
1549 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1550 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1551
1552 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1553 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1554
1555 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1556 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1557
1558 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1559 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1560
1561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1562 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1563
1564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1565 public static extern IntPtr JointGroupCreate(int max_size);
1566
1567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1568 public static extern void JointGroupDestroy(IntPtr group);
1569
1570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1571 public static extern void JointGroupEmpty(IntPtr group);
1572
1573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1574 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1575
1576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1577 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1578
1579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1580 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1581
1582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1583 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1584
1585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1586 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1587
1588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1589 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1590
1591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1592 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1593
1594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1595 public static extern void JointSetData(IntPtr j, IntPtr data);
1596
1597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1598 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1599
1600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1601 public static extern void JointSetFixed(IntPtr j);
1602
1603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1604 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1605
1606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1607 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1608
1609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1610 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1611
1612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1613 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1614
1615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1616 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1617
1618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1619 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1620
1621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1622 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1623
1624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1625 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1626
1627 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1628 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1629
1630 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1631 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1632
1633 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1634 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1635
1636 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1637 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1638
1639 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1640 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1641
1642 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1643 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1644
1645 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1646 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1647
1648 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1649 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1650
1651 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1652 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1653
1654 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1655 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1656
1657 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1658 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1659
1660 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1661 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1662
1663 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1664 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1665
1666 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1667 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1668
1669 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1670 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1671
1672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1673 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1674
1675 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1676 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1677
1678 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1679 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1680
1681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1682 public static extern void MassAdd(ref Mass a, ref Mass b);
1683
1684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1685 public static extern void MassAdjust(ref Mass m, dReal newmass);
1686
1687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1688 public static extern bool MassCheck(ref Mass m);
1689
1690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1691 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1694 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1697 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1700 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1703 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1706 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1709 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1712 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1715 public static extern void MassSetParameters(out Mass mass, dReal themass,
1716 dReal cgx, dReal cgy, dReal cgz,
1717 dReal i11, dReal i22, dReal i33,
1718 dReal i12, dReal i13, dReal i23);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1721 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1724 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1727 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1730 public static extern void MassSetZero(out Mass mass);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1733 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1736 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1739 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1740 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1741 {
1742 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1743 }
1744
1745 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1746 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1747
1748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1749 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1750
1751 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1752 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1753
1754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1755 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1756
1757 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1758 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1759
1760 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1761 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1762
1763 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1764 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1765
1766 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1767 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1768
1769 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1770 public static extern void QSetIdentity(out Quaternion q);
1771
1772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1773 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1774
1775 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1776 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1777
1778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1779 public static extern dReal RandReal();
1780
1781 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1782 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1783
1784 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1785 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1786
1787 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1788 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1789
1790 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1791 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1792
1793 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1794 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1795
1796 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1797 public static extern void RSetIdentity(out Matrix3 R);
1798
1799 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1800 public static extern void SetValue(out dReal a, int n);
1801
1802 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1803 public static extern void SetZero(out dReal a, int n);
1804
1805 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1806 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1807
1808 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1809 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1810
1811 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1812 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1813
1814 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1815 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1816
1817 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1818 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1819
1820 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1821 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1822
1823 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1824 public static extern bool SpaceLockQuery(IntPtr space);
1825
1826 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1827 public static extern void SpaceClean(IntPtr space);
1828
1829 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1830 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1831
1832 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1833 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1834
1835 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1836 public static extern void SpaceDestroy(IntPtr space);
1837
1838 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1839 public static extern bool SpaceGetCleanup(IntPtr space);
1840
1841 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1842 public static extern int SpaceGetNumGeoms(IntPtr space);
1843
1844 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1845 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1846
1847 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1848 public static extern int SpaceGetSublevel(IntPtr space);
1849
1850 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1851 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1852
1853 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1854 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1855
1856 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1857 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1858
1859 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1860 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1861
1862 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1863 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1864
1865 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1866 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1867
1868 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1869 public static extern IntPtr WorldCreate();
1870
1871 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1872 public static extern void WorldDestroy(IntPtr world);
1873
1874 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1875 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1876
1877 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1878 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1879
1880 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1881 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1882
1883 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1884 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1885
1886 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1887 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1888
1889 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1890 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1891
1892 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1893 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1894
1895 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1896 public static extern dReal WorldGetCFM(IntPtr world);
1897
1898 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1899 public static extern dReal WorldGetERP(IntPtr world);
1900
1901 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1902 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1903
1904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1905 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1906
1907 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1908 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1909
1910 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1911 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1912
1913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1914 public static extern dReal WorldGetAngularDamping(IntPtr world);
1915
1916 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1917 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1918
1919 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1920 public static extern dReal WorldGetLinearDamping(IntPtr world);
1921
1922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1923 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1924
1925 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1926 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1927
1928 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1929 public static extern dReal WorldGetQuickStepW(IntPtr world);
1930
1931 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1932 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1933
1934 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1935 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1936
1937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1938 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1939
1940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1941 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1942
1943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1944 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1945
1946 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1947 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1948
1949 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1950 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1951
1952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1953 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1954
1955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1956 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1957
1958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1959 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1960
1961 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1962 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1963
1964 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1965 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1966
1967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1968 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1969
1970 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1971 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1972
1973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1974 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1975
1976 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1977 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1978
1979 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1980 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1981
1982 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1983 public static extern void WorldSetERP(IntPtr world, dReal erp);
1984
1985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1986 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1987
1988 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1989 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1990
1991 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1992 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1993
1994 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1995 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1996
1997 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1998 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1999
2000 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2001 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2002
2003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2004 public static extern void WorldStep(IntPtr world, dReal stepsize);
2005
2006 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2007 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2008
2009 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2010 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2011 }
2012}
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..7848b35
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2898 @@
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 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
718 }
719 catch (SEHException)
720 {
721 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.");
722// ode.drelease(world);
723 base.TriggerPhysicsBasedRestart();
724 }
725 catch (Exception e)
726 {
727 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
728 return;
729 }
730
731 // id contacts done
732 if (count == 0)
733 return;
734
735 // try get physical actors
736 PhysicsActor p1;
737 PhysicsActor p2;
738
739 if (!actor_name_map.TryGetValue(g1, out p1))
740 {
741 p1 = PANull;
742 }
743
744 if (!actor_name_map.TryGetValue(g2, out p2))
745 {
746 p2 = PANull;
747 }
748
749 // update actors collision score
750 if (p1.CollisionScore >= float.MaxValue - count)
751 p1.CollisionScore = 0;
752 p1.CollisionScore += count;
753
754 if (p2.CollisionScore >= float.MaxValue - count)
755 p2.CollisionScore = 0;
756 p2.CollisionScore += count;
757
758
759 // get first contact
760 d.ContactGeom curContact = new d.ContactGeom();
761 if (!GetCurContactGeom(0, ref curContact))
762 return;
763 // for now it's the one with max depth
764 ContactPoint maxDepthContact = new ContactPoint(
765 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
766 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
767 curContact.depth
768 );
769 // do volume detection case
770 if (
771 (p1.IsVolumeDtc || p2.IsVolumeDtc))
772 {
773 collision_accounting_events(p1, p2, maxDepthContact);
774 return;
775 }
776
777 // big messy collision analises
778
779 Vector3 normoverride = Vector3.Zero; //damm c#
780
781 float mu = 0;
782 float bounce = 0;
783 float cfm = 0.0001f;
784 float erpscale = 1.0f;
785 float dscale = 1.0f;
786 bool IgnoreNegSides = false;
787
788 ContactData contactdata1 = new ContactData(0, 0, false);
789 ContactData contactdata2 = new ContactData(0, 0, false);
790
791 String name = null;
792 bool dop1foot = false;
793 bool dop2foot = false;
794 bool ignore = false;
795 bool AvanormOverride = false;
796
797 switch (p1.PhysicsActorType)
798 {
799 case (int)ActorTypes.Agent:
800 {
801 AvanormOverride = true;
802 Vector3 tmp = p2.Position - p1.Position;
803 normoverride = p2.Velocity - p1.Velocity;
804 mu = normoverride.LengthSquared();
805
806 if (mu > 1e-6)
807 {
808 mu = 1.0f / (float)Math.Sqrt(mu);
809 normoverride *= mu;
810 mu = Vector3.Dot(tmp, normoverride);
811 if (mu > 0)
812 normoverride *= -1;
813 }
814 else
815 {
816 tmp.Normalize();
817 normoverride = -tmp;
818 }
819
820 switch (p2.PhysicsActorType)
821 {
822 case (int)ActorTypes.Agent:
823/*
824 p1.getContactData(ref contactdata1);
825 p2.getContactData(ref contactdata2);
826
827 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
828
829 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
830 mu *= frictionMovementMult;
831*/
832 p1.CollidingObj = true;
833 p2.CollidingObj = true;
834 break;
835 case (int)ActorTypes.Prim:
836/*
837 p1.getContactData(ref contactdata1);
838 p2.getContactData(ref contactdata2);
839
840
841 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
842
843 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
844 mu *= frictionMovementMult;
845 */
846 if (p2.Velocity.LengthSquared() > 0.0f)
847 p2.CollidingObj = true;
848
849 dop1foot = true;
850 break;
851 default:
852 ignore = true; // avatar to terrain and water ignored
853 break;
854 }
855 break;
856 }
857
858 case (int)ActorTypes.Prim:
859 switch (p2.PhysicsActorType)
860 {
861 case (int)ActorTypes.Agent:
862 // p1.getContactData(ref contactdata1);
863 // p2.getContactData(ref contactdata2);
864
865 AvanormOverride = true;
866
867 Vector3 tmp = p2.Position - p1.Position;
868 normoverride = p2.Velocity - p1.Velocity;
869 mu = normoverride.LengthSquared();
870 if (mu > 1e-6)
871 {
872 mu = 1.0f / (float)Math.Sqrt(mu);
873 normoverride *= mu;
874 mu = Vector3.Dot(tmp, normoverride);
875 if (mu > 0)
876 normoverride *= -1;
877 }
878 else
879 {
880 tmp.Normalize();
881 normoverride = -tmp;
882 }
883
884 bounce = 0;
885 mu = 0;
886 cfm = 0.0001f;
887 /*
888 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
889
890 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
891 mu *= frictionMovementMult;
892 */
893 dop2foot = true;
894 if (p1.Velocity.LengthSquared() > 0.0f)
895 p1.CollidingObj = true;
896 break;
897 case (int)ActorTypes.Prim:
898 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
899 {
900 p1.CollidingObj = true;
901 p2.CollidingObj = true;
902 }
903 p1.getContactData(ref contactdata1);
904 p2.getContactData(ref contactdata2);
905 bounce = contactdata1.bounce * contactdata2.bounce;
906 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
907
908 cfm = p1.Mass;
909 if (cfm > p2.Mass)
910 cfm = p2.Mass;
911 dscale = 10 / cfm;
912 dscale = (float)Math.Sqrt(dscale);
913 if (dscale > 1.0f)
914 dscale = 1.0f;
915 erpscale = cfm * 0.01f;
916 cfm = 0.0001f / cfm;
917 if (cfm > 0.01f)
918 cfm = 0.01f;
919 else if (cfm < 0.00001f)
920 cfm = 0.00001f;
921
922 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
923 mu *= frictionMovementMult;
924
925 break;
926 default:
927 if (geom_name_map.TryGetValue(g2, out name))
928 {
929 if (name == "Terrain")
930 {
931 p1.getContactData(ref contactdata1);
932 bounce = contactdata1.bounce * TerrainBounce;
933 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
934 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
935 mu *= frictionMovementMult;
936 p1.CollidingGround = true;
937
938 cfm = p1.Mass;
939 dscale = 10 / cfm;
940 dscale = (float)Math.Sqrt(dscale);
941 if (dscale > 1.0f)
942 dscale = 1.0f;
943 erpscale = cfm * 0.01f;
944 cfm = 0.0001f / cfm;
945 if (cfm > 0.01f)
946 cfm = 0.01f;
947 else if (cfm < 0.00001f)
948 cfm = 0.00001f;
949
950 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
951 {
952 if (curContact.side1 > 0)
953 IgnoreNegSides = true;
954 }
955
956 }
957 else if (name == "Water")
958 {
959 ignore = true;
960 }
961 }
962 else
963 ignore = true;
964 break;
965 }
966 break;
967
968 default:
969 if (geom_name_map.TryGetValue(g1, out name))
970 {
971 if (name == "Terrain")
972 {
973 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
974 {
975 p2.CollidingGround = true;
976 p2.getContactData(ref contactdata2);
977 bounce = contactdata2.bounce * TerrainBounce;
978 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
979
980 cfm = p2.Mass;
981 dscale = 10 / cfm;
982 dscale = (float)Math.Sqrt(dscale);
983
984 if (dscale > 1.0f)
985 dscale = 1.0f;
986
987 erpscale = cfm * 0.01f;
988 cfm = 0.0001f / cfm;
989 if (cfm > 0.01f)
990 cfm = 0.01f;
991 else if (cfm < 0.00001f)
992 cfm = 0.00001f;
993
994 if (curContact.side1 > 0) // should be 2 ?
995 IgnoreNegSides = true;
996
997 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
998 mu *= frictionMovementMult;
999 }
1000 else
1001 ignore = true;
1002
1003 }
1004 else if (name == "Water" &&
1005 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
1006 {
1007 ignore = true;
1008 }
1009 }
1010 else
1011 ignore = true;
1012 break;
1013 }
1014
1015 if (ignore)
1016 return;
1017
1018 IntPtr Joint;
1019
1020 int i = 0;
1021 while(true)
1022 {
1023
1024 if (IgnoreNegSides && curContact.side1 < 0)
1025 {
1026 if (++i >= count)
1027 break;
1028
1029 if (!GetCurContactGeom(i, ref curContact))
1030 break;
1031 }
1032 else
1033
1034 {
1035
1036 if (AvanormOverride)
1037 {
1038 if (curContact.depth > 0.3f)
1039 {
1040 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1041 p1.IsColliding = true;
1042 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1043 p2.IsColliding = true;
1044 curContact.normal.X = normoverride.X;
1045 curContact.normal.Y = normoverride.Y;
1046 curContact.normal.Z = normoverride.Z;
1047 }
1048
1049 else
1050 {
1051 if (dop1foot)
1052 {
1053 float sz = p1.Size.Z;
1054 Vector3 vtmp = p1.Position;
1055 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1056 if (ppos > 0f)
1057 {
1058 if (!p1.Flying)
1059 {
1060 d.AABB aabb;
1061 d.GeomGetAABB(g2, out aabb);
1062 float tmp = vtmp.Z - sz * .25f;
1063
1064 if (aabb.MaxZ < tmp)
1065 {
1066 vtmp.X = curContact.pos.X - vtmp.X;
1067 vtmp.Y = curContact.pos.Y - vtmp.Y;
1068 vtmp.Z = -0.2f;
1069 vtmp.Normalize();
1070 curContact.normal.X = vtmp.X;
1071 curContact.normal.Y = vtmp.Y;
1072 curContact.normal.Z = vtmp.Z;
1073 }
1074 }
1075 }
1076 else
1077 p1.IsColliding = true;
1078
1079 }
1080
1081 if (dop2foot)
1082 {
1083 float sz = p2.Size.Z;
1084 Vector3 vtmp = p2.Position;
1085 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1086 if (ppos > 0f)
1087 {
1088 if (!p2.Flying)
1089 {
1090 d.AABB aabb;
1091 d.GeomGetAABB(g1, out aabb);
1092 float tmp = vtmp.Z - sz * .25f;
1093
1094 if (aabb.MaxZ < tmp)
1095 {
1096 vtmp.X = curContact.pos.X - vtmp.X;
1097 vtmp.Y = curContact.pos.Y - vtmp.Y;
1098 vtmp.Z = -0.2f;
1099 vtmp.Normalize();
1100 curContact.normal.X = vtmp.X;
1101 curContact.normal.Y = vtmp.Y;
1102 curContact.normal.Z = vtmp.Z;
1103 }
1104 }
1105 }
1106 else
1107 p2.IsColliding = true;
1108
1109 }
1110 }
1111 }
1112
1113 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1114 d.JointAttach(Joint, b1, b2);
1115
1116 if (++m_global_contactcount >= maxContactsbeforedeath)
1117 break;
1118
1119 if (++i >= count)
1120 break;
1121
1122 if (!GetCurContactGeom(i, ref curContact))
1123 break;
1124
1125 if (curContact.depth > maxDepthContact.PenetrationDepth)
1126 {
1127 maxDepthContact.Position.X = curContact.pos.X;
1128 maxDepthContact.Position.Y = curContact.pos.Y;
1129 maxDepthContact.Position.Z = curContact.pos.Z;
1130 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1131 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1132 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1133 maxDepthContact.PenetrationDepth = curContact.depth;
1134 }
1135 }
1136 }
1137
1138 collision_accounting_events(p1, p2, maxDepthContact);
1139
1140/*
1141 if (notskipedcount > geomContactPointsStartthrottle)
1142 {
1143 // If there are more then 3 contact points, it's likely
1144 // that we've got a pile of objects, so ...
1145 // We don't want to send out hundreds of terse updates over and over again
1146 // so lets throttle them and send them again after it's somewhat sorted out.
1147 this needs checking so out for now
1148 if (b1 != IntPtr.Zero)
1149 p1.ThrottleUpdates = true;
1150 if (b2 != IntPtr.Zero)
1151 p2.ThrottleUpdates = true;
1152
1153 }
1154 */
1155 }
1156
1157 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1158 {
1159
1160 OdeCharacter cc1;
1161 OdePrim cp1;
1162 OdeCharacter cc2;
1163 OdePrim cp2;
1164
1165 uint obj2LocalID = 0;
1166 bool p1events = p1.SubscribedEvents();
1167 bool p2events = p2.SubscribedEvents();
1168
1169 if (p1.IsVolumeDtc)
1170 p2events = false;
1171 if (p2.IsVolumeDtc)
1172 p1events = false;
1173
1174 if (!(p2events || p1events))
1175 return;
1176
1177 if (p1events)
1178 AddCollisionEventReporting(p1);
1179
1180 if (p2events)
1181 AddCollisionEventReporting(p2);
1182
1183 Vector3 vel = Vector3.Zero;
1184 if (p2 != null && p2.IsPhysical)
1185 vel = p2.Velocity;
1186
1187 if (p1 != null && p1.IsPhysical)
1188 vel -= p1.Velocity;
1189
1190 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1191
1192 switch ((ActorTypes)p1.PhysicsActorType)
1193 {
1194 case ActorTypes.Agent:
1195 cc1 = (OdeCharacter)p1;
1196 switch ((ActorTypes)p2.PhysicsActorType)
1197 {
1198 case ActorTypes.Agent:
1199 cc2 = (OdeCharacter)p2;
1200 obj2LocalID = cc2.m_localID;
1201 if (p2events)
1202 cc2.AddCollisionEvent(cc1.m_localID, contact);
1203 break;
1204
1205 case ActorTypes.Prim:
1206 if (p2 is OdePrim)
1207 {
1208 cp2 = (OdePrim)p2;
1209 obj2LocalID = cp2.m_localID;
1210 if (p2events)
1211 cp2.AddCollisionEvent(cc1.m_localID, contact);
1212 }
1213 break;
1214
1215 case ActorTypes.Ground:
1216 case ActorTypes.Unknown:
1217 default:
1218 obj2LocalID = 0;
1219 break;
1220 }
1221 if (p1events)
1222 {
1223 contact.SurfaceNormal = -contact.SurfaceNormal;
1224 cc1.AddCollisionEvent(obj2LocalID, contact);
1225 }
1226 break;
1227
1228 case ActorTypes.Prim:
1229
1230 if (p1 is OdePrim)
1231 {
1232 cp1 = (OdePrim)p1;
1233
1234 // obj1LocalID = cp2.m_localID;
1235 switch ((ActorTypes)p2.PhysicsActorType)
1236 {
1237 case ActorTypes.Agent:
1238 if (p2 is OdeCharacter)
1239 {
1240 cc2 = (OdeCharacter)p2;
1241 obj2LocalID = cc2.m_localID;
1242 if (p2events)
1243 cc2.AddCollisionEvent(cp1.m_localID, contact);
1244 }
1245 break;
1246 case ActorTypes.Prim:
1247
1248 if (p2 is OdePrim)
1249 {
1250 cp2 = (OdePrim)p2;
1251 obj2LocalID = cp2.m_localID;
1252 if (p2events)
1253 cp2.AddCollisionEvent(cp1.m_localID, contact);
1254 }
1255 break;
1256
1257 case ActorTypes.Ground:
1258 case ActorTypes.Unknown:
1259 default:
1260 obj2LocalID = 0;
1261 break;
1262 }
1263 if (p1events)
1264 {
1265 contact.SurfaceNormal = -contact.SurfaceNormal;
1266 cp1.AddCollisionEvent(obj2LocalID, contact);
1267 }
1268 }
1269 break;
1270 case ActorTypes.Ground:
1271 case ActorTypes.Unknown:
1272 default:
1273 switch ((ActorTypes)p2.PhysicsActorType)
1274 {
1275 case ActorTypes.Agent:
1276 if (p2 is OdeCharacter)
1277 {
1278 cc2 = (OdeCharacter)p2;
1279 obj2LocalID = cc2.m_localID;
1280 if (p2events)
1281 cc2.AddCollisionEvent(0, contact);
1282 }
1283 break;
1284 case ActorTypes.Prim:
1285 if (p2 is OdePrim)
1286 {
1287 cp2 = (OdePrim)p2;
1288 obj2LocalID = cp2.m_localID;
1289 if (p2events)
1290 cp2.AddCollisionEvent(0, contact);
1291 }
1292 break;
1293 }
1294 break;
1295 }
1296 }
1297
1298 /// <summary>
1299 /// This is our collision testing routine in ODE
1300 /// </summary>
1301 /// <param name="timeStep"></param>
1302 private void collision_optimized()
1303 {
1304 lock (_characters)
1305 {
1306 try
1307 {
1308 foreach (OdeCharacter chr in _characters)
1309 {
1310 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1311 continue;
1312
1313 chr.IsColliding = false;
1314 // chr.CollidingGround = false; not done here
1315 chr.CollidingObj = false;
1316 // do colisions with static space
1317 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1318 }
1319 }
1320 catch (AccessViolationException)
1321 {
1322 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1323 }
1324
1325 }
1326
1327 lock (_activeprims)
1328 {
1329 foreach (OdePrim aprim in _activeprims)
1330 {
1331 aprim.CollisionScore = 0;
1332 aprim.IsColliding = false;
1333 }
1334 }
1335
1336 // collide active prims with static enviroment
1337 lock (_activegroups)
1338 {
1339 try
1340 {
1341 foreach (OdePrim prm in _activegroups)
1342 {
1343 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1344 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1345 }
1346 }
1347 catch (AccessViolationException)
1348 {
1349 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1350 }
1351 }
1352 // finally colide active things amoung them
1353 try
1354 {
1355 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1356 }
1357 catch (AccessViolationException)
1358 {
1359 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1360 }
1361// _perloopContact.Clear();
1362 }
1363
1364 #endregion
1365 /// <summary>
1366 /// Add actor to the list that should receive collision events in the simulate loop.
1367 /// </summary>
1368 /// <param name="obj"></param>
1369 public void AddCollisionEventReporting(PhysicsActor obj)
1370 {
1371 if (!_collisionEventPrim.Contains(obj))
1372 _collisionEventPrim.Add(obj);
1373 }
1374
1375 /// <summary>
1376 /// Remove actor from the list that should receive collision events in the simulate loop.
1377 /// </summary>
1378 /// <param name="obj"></param>
1379 public void RemoveCollisionEventReporting(PhysicsActor obj)
1380 {
1381 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1382 _collisionEventPrimRemove.Add(obj);
1383 }
1384
1385
1386 #region Add/Remove Entities
1387
1388 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1389 {
1390 Vector3 pos;
1391 pos.X = position.X;
1392 pos.Y = position.Y;
1393 pos.Z = position.Z;
1394 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1395 newAv.Flying = isFlying;
1396 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1397
1398 return newAv;
1399 }
1400
1401 public void AddCharacter(OdeCharacter chr)
1402 {
1403 lock (_characters)
1404 {
1405 if (!_characters.Contains(chr))
1406 {
1407 _characters.Add(chr);
1408 if (chr.bad)
1409 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1410 }
1411 }
1412 }
1413
1414 public void RemoveCharacter(OdeCharacter chr)
1415 {
1416 lock (_characters)
1417 {
1418 if (_characters.Contains(chr))
1419 {
1420 _characters.Remove(chr);
1421 }
1422 }
1423 }
1424
1425 public void BadCharacter(OdeCharacter chr)
1426 {
1427 lock (_badCharacter)
1428 {
1429 if (!_badCharacter.Contains(chr))
1430 _badCharacter.Add(chr);
1431 }
1432 }
1433
1434 public override void RemoveAvatar(PhysicsActor actor)
1435 {
1436 //m_log.Debug("[PHYSICS]:ODELOCK");
1437 ((OdeCharacter) actor).Destroy();
1438 }
1439
1440 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1441 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1442 {
1443 Vector3 pos = position;
1444 Vector3 siz = size;
1445 Quaternion rot = rotation;
1446
1447 OdePrim newPrim;
1448 lock (OdeLock)
1449 {
1450 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1451
1452 lock (_prims)
1453 _prims.Add(newPrim);
1454 }
1455 return newPrim;
1456 }
1457
1458 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1459 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1460 {
1461 Vector3 pos = position;
1462 Vector3 siz = size;
1463 Quaternion rot = rotation;
1464
1465 OdePrim newPrim;
1466 lock (OdeLock)
1467 {
1468 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1469
1470 lock (_prims)
1471 _prims.Add(newPrim);
1472 }
1473 return newPrim;
1474 }
1475
1476 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1477 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1478 {
1479 Vector3 pos = position;
1480 Vector3 siz = size;
1481 Quaternion rot = rotation;
1482
1483 OdePrim newPrim;
1484 lock (OdeLock)
1485 {
1486 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1487
1488 lock (_prims)
1489 _prims.Add(newPrim);
1490 }
1491 return newPrim;
1492 }
1493
1494 public void addActivePrim(OdePrim activatePrim)
1495 {
1496 // adds active prim..
1497 lock (_activeprims)
1498 {
1499 if (!_activeprims.Contains(activatePrim))
1500 _activeprims.Add(activatePrim);
1501 }
1502 }
1503
1504 public void addActiveGroups(OdePrim activatePrim)
1505 {
1506 lock (_activegroups)
1507 {
1508 if (!_activegroups.Contains(activatePrim))
1509 _activegroups.Add(activatePrim);
1510 }
1511 }
1512
1513 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1514 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1515 {
1516 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1517 }
1518
1519
1520 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1521 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1522 {
1523#if SPAM
1524 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1525#endif
1526
1527 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1528 }
1529
1530 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1531 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1532 {
1533#if SPAM
1534 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1535#endif
1536
1537 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1538 }
1539
1540 public override float TimeDilation
1541 {
1542 get { return m_timeDilation; }
1543 }
1544
1545 public override bool SupportsNINJAJoints
1546 {
1547 get { return false; }
1548 }
1549
1550
1551 public void remActivePrim(OdePrim deactivatePrim)
1552 {
1553 lock (_activeprims)
1554 {
1555 _activeprims.Remove(deactivatePrim);
1556 }
1557 }
1558 public void remActiveGroup(OdePrim deactivatePrim)
1559 {
1560 lock (_activegroups)
1561 {
1562 _activegroups.Remove(deactivatePrim);
1563 }
1564 }
1565
1566 public override void RemovePrim(PhysicsActor prim)
1567 {
1568 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1569 // removed in the next physics simulate pass.
1570 if (prim is OdePrim)
1571 {
1572// lock (OdeLock)
1573 {
1574
1575 OdePrim p = (OdePrim)prim;
1576 p.setPrimForRemoval();
1577 }
1578 }
1579 }
1580 /// <summary>
1581 /// This is called from within simulate but outside the locked portion
1582 /// We need to do our own locking here
1583 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1584 /// Simulate() -- justincc).
1585 ///
1586 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1587 ///
1588 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1589 /// that the space was using.
1590 /// </summary>
1591 /// <param name="prim"></param>
1592 public void RemovePrimThreadLocked(OdePrim prim)
1593 {
1594 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1595 lock (prim)
1596 {
1597 RemoveCollisionEventReporting(prim);
1598 lock (_prims)
1599 _prims.Remove(prim);
1600 }
1601
1602 }
1603 #endregion
1604
1605 #region Space Separation Calculation
1606
1607 /// <summary>
1608 /// Called when a static prim moves or becomes static
1609 /// Places the prim in a space one the static sub-spaces grid
1610 /// </summary>
1611 /// <param name="geom">the pointer to the geom that moved</param>
1612 /// <param name="pos">the position that the geom moved to</param>
1613 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1614 /// <returns>a pointer to the new space it's in</returns>
1615 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1616 {
1617 // moves a prim into another static sub-space or from another space into a static sub-space
1618
1619 // Called ODEPrim so
1620 // it's already in locked space.
1621
1622 if (geom == IntPtr.Zero) // shouldn't happen
1623 return IntPtr.Zero;
1624
1625 // get the static sub-space for current position
1626 IntPtr newspace = calculateSpaceForGeom(pos);
1627
1628 if (newspace == currentspace) // if we are there all done
1629 return newspace;
1630
1631 // else remove it from its current space
1632 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1633 {
1634 if (d.GeomIsSpace(currentspace))
1635 {
1636 waitForSpaceUnlock(currentspace);
1637 d.SpaceRemove(currentspace, geom);
1638
1639 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1640 {
1641 d.SpaceDestroy(currentspace);
1642 }
1643 }
1644 else
1645 {
1646 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1647 " Geom:" + geom);
1648 }
1649 }
1650 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1651 {
1652 currentspace = d.GeomGetSpace(geom);
1653 if (currentspace != IntPtr.Zero)
1654 {
1655 if (d.GeomIsSpace(currentspace))
1656 {
1657 waitForSpaceUnlock(currentspace);
1658 d.SpaceRemove(currentspace, geom);
1659
1660 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1661 {
1662 d.SpaceDestroy(currentspace);
1663 }
1664
1665 }
1666 }
1667 }
1668
1669 // put the geom in the newspace
1670 waitForSpaceUnlock(newspace);
1671 d.SpaceAdd(newspace, geom);
1672
1673 // let caller know this newspace
1674 return newspace;
1675 }
1676
1677 /// <summary>
1678 /// Calculates the space the prim should be in by its position
1679 /// </summary>
1680 /// <param name="pos"></param>
1681 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1682 public IntPtr calculateSpaceForGeom(Vector3 pos)
1683 {
1684 int x, y;
1685
1686 if (pos.X < 0)
1687 return staticPrimspaceOffRegion[0];
1688
1689 if (pos.Y < 0)
1690 return staticPrimspaceOffRegion[2];
1691
1692 x = (int)(pos.X * spacesPerMeter);
1693 if (x > spaceGridMaxX)
1694 return staticPrimspaceOffRegion[1];
1695
1696 y = (int)(pos.Y * spacesPerMeter);
1697 if (y > spaceGridMaxY)
1698 return staticPrimspaceOffRegion[3];
1699
1700 return staticPrimspace[x, y];
1701 }
1702
1703 #endregion
1704
1705 /// <summary>
1706 /// Routine to figure out if we need to mesh this prim with our mesher
1707 /// </summary>
1708 /// <param name="pbs"></param>
1709 /// <returns></returns>
1710 public bool needsMeshing(PrimitiveBaseShape pbs)
1711 {
1712 // check sculpts or meshs
1713 if (pbs.SculptEntry)
1714 {
1715 if (meshSculptedPrim)
1716 return true;
1717
1718 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1719 return true;
1720
1721 return false;
1722 }
1723
1724 if (forceSimplePrimMeshing)
1725 return true;
1726
1727 // 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
1728
1729 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1730 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1731 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1732 {
1733
1734 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1735 && pbs.ProfileHollow == 0
1736 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1737 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1738 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1739 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1740 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1741 {
1742#if SPAM
1743 m_log.Warn("NonMesh");
1744#endif
1745 return false;
1746 }
1747 }
1748
1749 // following code doesn't give meshs to boxes and spheres ever
1750 // and it's odd.. so for now just return true if asked to force meshs
1751 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1752
1753 int iPropertiesNotSupportedDefault = 0;
1754
1755 if (pbs.ProfileHollow != 0)
1756 iPropertiesNotSupportedDefault++;
1757
1758 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1759 iPropertiesNotSupportedDefault++;
1760
1761 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1762 iPropertiesNotSupportedDefault++;
1763
1764 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1765 iPropertiesNotSupportedDefault++;
1766
1767 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1768 iPropertiesNotSupportedDefault++;
1769
1770 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1771 iPropertiesNotSupportedDefault++;
1772
1773 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1774 iPropertiesNotSupportedDefault++;
1775
1776 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))
1777 iPropertiesNotSupportedDefault++;
1778
1779 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1780 iPropertiesNotSupportedDefault++;
1781
1782 // test for torus
1783 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1784 {
1785 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1786 {
1787 iPropertiesNotSupportedDefault++;
1788 }
1789 }
1790 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1791 {
1792 if (pbs.PathCurve == (byte)Extrusion.Straight)
1793 {
1794 iPropertiesNotSupportedDefault++;
1795 }
1796
1797 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1798 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1799 {
1800 iPropertiesNotSupportedDefault++;
1801 }
1802 }
1803 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1804 {
1805 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1806 {
1807 iPropertiesNotSupportedDefault++;
1808 }
1809 }
1810 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1811 {
1812 if (pbs.PathCurve == (byte)Extrusion.Straight)
1813 {
1814 iPropertiesNotSupportedDefault++;
1815 }
1816 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1817 {
1818 iPropertiesNotSupportedDefault++;
1819 }
1820 }
1821
1822 if (iPropertiesNotSupportedDefault == 0)
1823 {
1824#if SPAM
1825 m_log.Warn("NonMesh");
1826#endif
1827 return false;
1828 }
1829#if SPAM
1830 m_log.Debug("Mesh");
1831#endif
1832 return true;
1833 }
1834
1835 /// <summary>
1836 /// Called to queue a change to a actor
1837 /// to use in place of old taint mechanism so changes do have a time sequence
1838 /// </summary>
1839
1840 public void AddChange(PhysicsActor actor, changes what, Object arg)
1841 {
1842 ODEchangeitem item = new ODEchangeitem();
1843 item.actor = actor;
1844 item.what = what;
1845 item.arg = arg;
1846 ChangesQueue.Enqueue(item);
1847 }
1848
1849 /// <summary>
1850 /// Called after our prim properties are set Scale, position etc.
1851 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1852 /// This assures us that we have no race conditions
1853 /// </summary>
1854 /// <param name="prim"></param>
1855 public override void AddPhysicsActorTaint(PhysicsActor prim)
1856 {
1857 }
1858
1859 /// <summary>
1860 /// This is our main simulate loop
1861 /// It's thread locked by a Mutex in the scene.
1862 /// It holds Collisions, it instructs ODE to step through the physical reactions
1863 /// It moves the objects around in memory
1864 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1865 /// </summary>
1866 /// <param name="timeStep"></param>
1867 /// <returns></returns>
1868 public override float Simulate(float timeStep)
1869 {
1870
1871 DateTime now = DateTime.UtcNow;
1872 TimeSpan SinceLastFrame = now - m_lastframe;
1873 m_lastframe = now;
1874 timeStep = (float)SinceLastFrame.TotalSeconds;
1875
1876 // acumulate time so we can reduce error
1877 step_time += timeStep;
1878
1879 if (step_time < HalfOdeStep)
1880 return 0;
1881
1882 if (framecount < 0)
1883 framecount = 0;
1884
1885 framecount++;
1886
1887 int curphysiteractions;
1888
1889 // if in trouble reduce step resolution
1890 if (step_time >= m_SkipFramesAtms)
1891 curphysiteractions = m_physicsiterations / 2;
1892 else
1893 curphysiteractions = m_physicsiterations;
1894
1895 int nodeframes = 0;
1896
1897// checkThread();
1898
1899 lock (SimulationLock)
1900 lock(OdeLock)
1901 {
1902 if (world == IntPtr.Zero)
1903 return 0;
1904
1905 // adjust number of iterations per step
1906
1907// try
1908// {
1909 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1910/* }
1911 catch (StackOverflowException)
1912 {
1913 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1914// ode.drelease(world);
1915 base.TriggerPhysicsBasedRestart();
1916 }
1917*/
1918 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1919 {
1920 try
1921 {
1922 // clear pointer/counter to contacts to pass into joints
1923 m_global_contactcount = 0;
1924
1925 ODEchangeitem item;
1926
1927 if(ChangesQueue.Count >0)
1928 {
1929 int ttmpstart = Util.EnvironmentTickCount();
1930 int ttmp;
1931
1932 while(ChangesQueue.Dequeue(out item))
1933 {
1934 if (item.actor != null)
1935 {
1936 try
1937 {
1938 if (item.actor is OdeCharacter)
1939 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1940 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1941 RemovePrimThreadLocked((OdePrim)item.actor);
1942 }
1943 catch
1944 {
1945 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1946 };
1947 }
1948 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1949 if (ttmp > 20)
1950 break;
1951 }
1952 }
1953
1954 // Move characters
1955 lock (_characters)
1956 {
1957 List<OdeCharacter> defects = new List<OdeCharacter>();
1958 foreach (OdeCharacter actor in _characters)
1959 {
1960 if (actor != null)
1961 actor.Move(ODE_STEPSIZE, defects);
1962 }
1963 if (defects.Count != 0)
1964 {
1965 foreach (OdeCharacter defect in defects)
1966 {
1967 RemoveCharacter(defect);
1968 }
1969 defects.Clear();
1970 }
1971 }
1972
1973 // Move other active objects
1974 lock (_activegroups)
1975 {
1976 foreach (OdePrim aprim in _activegroups)
1977 {
1978 aprim.Move();
1979 }
1980 }
1981
1982 //if ((framecount % m_randomizeWater) == 0)
1983 // randomizeWater(waterlevel);
1984
1985 m_rayCastManager.ProcessQueuedRequests();
1986
1987 collision_optimized();
1988
1989 foreach (PhysicsActor obj in _collisionEventPrim)
1990 {
1991 if (obj == null)
1992 continue;
1993
1994 switch ((ActorTypes)obj.PhysicsActorType)
1995 {
1996 case ActorTypes.Agent:
1997 OdeCharacter cobj = (OdeCharacter)obj;
1998 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1999 cobj.SendCollisions();
2000 break;
2001
2002 case ActorTypes.Prim:
2003 OdePrim pobj = (OdePrim)obj;
2004 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
2005 {
2006 pobj.AddCollisionFrameTime((int)(odetimestepMS));
2007 pobj.SendCollisions();
2008 }
2009 break;
2010 }
2011 }
2012
2013 foreach (PhysicsActor obj in _collisionEventPrimRemove)
2014 _collisionEventPrim.Remove(obj);
2015
2016 _collisionEventPrimRemove.Clear();
2017
2018 // do a ode simulation step
2019 d.WorldQuickStep(world, ODE_STEPSIZE);
2020 d.JointGroupEmpty(contactgroup);
2021
2022 // update managed ideia of physical data and do updates to core
2023 /*
2024 lock (_characters)
2025 {
2026 foreach (OdeCharacter actor in _characters)
2027 {
2028 if (actor != null)
2029 {
2030 if (actor.bad)
2031 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
2032
2033 actor.UpdatePositionAndVelocity();
2034 }
2035 }
2036 }
2037 */
2038
2039 lock (_activegroups)
2040 {
2041 {
2042 foreach (OdePrim actor in _activegroups)
2043 {
2044 if (actor.IsPhysical)
2045 {
2046 actor.UpdatePositionAndVelocity();
2047 }
2048 }
2049 }
2050 }
2051 }
2052 catch (Exception e)
2053 {
2054 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
2055// ode.dunlock(world);
2056 }
2057
2058
2059 step_time -= ODE_STEPSIZE;
2060 nodeframes++;
2061 }
2062
2063 lock (_badCharacter)
2064 {
2065 if (_badCharacter.Count > 0)
2066 {
2067 foreach (OdeCharacter chr in _badCharacter)
2068 {
2069 RemoveCharacter(chr);
2070 }
2071
2072 _badCharacter.Clear();
2073 }
2074 }
2075/*
2076 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
2077 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
2078 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
2079 int nbodies = d.NTotalBodies;
2080 int ngeoms = d.NTotalGeoms;
2081*/
2082 // Finished with all sim stepping. If requested, dump world state to file for debugging.
2083 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
2084 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
2085 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
2086 {
2087 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
2088 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
2089
2090 if (physics_logging_append_existing_logfile)
2091 {
2092 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
2093 TextWriter fwriter = File.AppendText(fname);
2094 fwriter.WriteLine(header);
2095 fwriter.Close();
2096 }
2097
2098 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2099 }
2100
2101 // think time dilation as to do with dinamic step size that we dont' have
2102 // even so tell something to world
2103 if (nodeframes < 10) // we did the requested loops
2104 m_timeDilation = 1.0f;
2105 else if (step_time > 0)
2106 {
2107 m_timeDilation = timeStep / step_time;
2108 if (m_timeDilation > 1)
2109 m_timeDilation = 1;
2110 if (step_time > m_SkipFramesAtms)
2111 step_time = 0;
2112 }
2113 }
2114
2115// return nodeframes * ODE_STEPSIZE; // return real simulated time
2116 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2117 }
2118
2119 /// <summary>
2120 public override void GetResults()
2121 {
2122 }
2123
2124 public override bool IsThreaded
2125 {
2126 // for now we won't be multithreaded
2127 get { return (false); }
2128 }
2129
2130 public float GetTerrainHeightAtXY(float x, float y)
2131 {
2132
2133
2134 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2135 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2136
2137
2138 IntPtr heightFieldGeom = IntPtr.Zero;
2139
2140 // get region map
2141 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2142 return 0f;
2143
2144 if (heightFieldGeom == IntPtr.Zero)
2145 return 0f;
2146
2147 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2148 return 0f;
2149
2150 // TerrainHeightField for ODE as offset 1m
2151 x += 1f - offsetX;
2152 y += 1f - offsetY;
2153
2154 // make position fit into array
2155 if (x < 0)
2156 x = 0;
2157 if (y < 0)
2158 y = 0;
2159
2160 // integer indexs
2161 int ix;
2162 int iy;
2163 // interpolators offset
2164 float dx;
2165 float dy;
2166
2167 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2168
2169 if (OdeUbitLib)
2170 {
2171 if (x < regsize - 1)
2172 {
2173 ix = (int)x;
2174 dx = x - (float)ix;
2175 }
2176 else // out world use external height
2177 {
2178 ix = regsize - 2;
2179 dx = 0;
2180 }
2181 if (y < regsize - 1)
2182 {
2183 iy = (int)y;
2184 dy = y - (float)iy;
2185 }
2186 else
2187 {
2188 iy = regsize - 2;
2189 dy = 0;
2190 }
2191 }
2192
2193 else
2194 {
2195 // we still have square fixed size regions
2196 // also flip x and y because of how map is done for ODE fliped axis
2197 // so ix,iy,dx and dy are inter exchanged
2198 if (x < regsize - 1)
2199 {
2200 iy = (int)x;
2201 dy = x - (float)iy;
2202 }
2203 else // out world use external height
2204 {
2205 iy = regsize - 2;
2206 dy = 0;
2207 }
2208 if (y < regsize - 1)
2209 {
2210 ix = (int)y;
2211 dx = y - (float)ix;
2212 }
2213 else
2214 {
2215 ix = regsize - 2;
2216 dx = 0;
2217 }
2218 }
2219
2220 float h0;
2221 float h1;
2222 float h2;
2223
2224 iy *= regsize;
2225 iy += ix; // all indexes have iy + ix
2226
2227 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2228 /*
2229 if ((dx + dy) <= 1.0f)
2230 {
2231 h0 = ((float)heights[iy]); // 0,0 vertice
2232 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2233 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2234 }
2235 else
2236 {
2237 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2238 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2239 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2240 }
2241 */
2242 h0 = ((float)heights[iy]); // 0,0 vertice
2243
2244 if ((dy > dx))
2245 {
2246 iy += regsize;
2247 h2 = (float)heights[iy]; // 0,1 vertice
2248 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2249 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2250 }
2251 else
2252 {
2253 iy++;
2254 h2 = (float)heights[iy]; // vertice 1,0
2255 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2256 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2257 }
2258
2259 return h0 + h1 + h2;
2260 }
2261
2262
2263 public override void SetTerrain(float[] heightMap)
2264 {
2265 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2266 {
2267 if (m_parentScene is OdeScene)
2268 {
2269 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2270 }
2271 }
2272 else
2273 {
2274 SetTerrain(heightMap, m_worldOffset);
2275 }
2276 }
2277
2278 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2279 {
2280 SetTerrain(heightMap, pOffset);
2281 }
2282
2283 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2284 {
2285 if (OdeUbitLib)
2286 UbitSetTerrain(heightMap, pOffset);
2287 else
2288 OriSetTerrain(heightMap, pOffset);
2289 }
2290
2291 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2292 {
2293 // assumes 1m size grid and constante size square regions
2294 // needs to know about sims around in future
2295
2296 float[] _heightmap;
2297
2298 uint heightmapWidth = Constants.RegionSize + 2;
2299 uint heightmapHeight = Constants.RegionSize + 2;
2300
2301 uint heightmapWidthSamples = heightmapWidth + 1;
2302 uint heightmapHeightSamples = heightmapHeight + 1;
2303
2304 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2305
2306 const float scale = 1.0f;
2307 const float offset = 0.0f;
2308 const float thickness = 10f;
2309 const int wrap = 0;
2310
2311 uint regionsize = Constants.RegionSize;
2312
2313 float hfmin = float.MaxValue;
2314 float hfmax = float.MinValue;
2315 float val;
2316 uint xx;
2317 uint yy;
2318
2319 uint maxXXYY = regionsize - 1;
2320 // flipping map adding one margin all around so things don't fall in edges
2321
2322 uint xt = 0;
2323 xx = 0;
2324
2325 for (uint x = 0; x < heightmapWidthSamples; x++)
2326 {
2327 if (x > 1 && xx < maxXXYY)
2328 xx++;
2329 yy = 0;
2330 for (uint y = 0; y < heightmapHeightSamples; y++)
2331 {
2332 if (y > 1 && y < maxXXYY)
2333 yy += regionsize;
2334
2335 val = heightMap[yy + xx];
2336 if (val < 0.0f)
2337 val = 0.0f; // no neg terrain as in chode
2338 _heightmap[xt + y] = val;
2339
2340 if (hfmin > val)
2341 hfmin = val;
2342 if (hfmax < val)
2343 hfmax = val;
2344 }
2345 xt += heightmapHeightSamples;
2346 }
2347 lock (OdeLock)
2348 {
2349 IntPtr GroundGeom = IntPtr.Zero;
2350 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2351 {
2352 RegionTerrain.Remove(pOffset);
2353 if (GroundGeom != IntPtr.Zero)
2354 {
2355 d.GeomDestroy(GroundGeom);
2356
2357 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2358 {
2359 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2360 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2361 TerrainHeightFieldHeights.Remove(GroundGeom);
2362 }
2363 }
2364 }
2365 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2366
2367 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2368
2369 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2370 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2371 offset, thickness, wrap);
2372
2373 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2374 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2375 if (GroundGeom != IntPtr.Zero)
2376 {
2377 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2378 d.GeomSetCollideBits(GroundGeom, 0);
2379
2380 }
2381 geom_name_map[GroundGeom] = "Terrain";
2382
2383 d.Matrix3 R = new d.Matrix3();
2384
2385 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2386 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2387
2388
2389 q1 = q1 * q2;
2390
2391 Vector3 v3;
2392 float angle;
2393 q1.GetAxisAngle(out v3, out angle);
2394
2395 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2396 d.GeomSetRotation(GroundGeom, ref R);
2397 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2398 RegionTerrain.Add(pOffset, GroundGeom);
2399 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2400 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2401 }
2402 }
2403
2404 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2405 {
2406 // assumes 1m size grid and constante size square regions
2407 // needs to know about sims around in future
2408
2409 float[] _heightmap;
2410
2411 uint heightmapWidth = Constants.RegionSize + 2;
2412 uint heightmapHeight = Constants.RegionSize + 2;
2413
2414 uint heightmapWidthSamples = heightmapWidth + 1;
2415 uint heightmapHeightSamples = heightmapHeight + 1;
2416
2417 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2418
2419
2420 uint regionsize = Constants.RegionSize;
2421
2422 float hfmin = float.MaxValue;
2423// float hfmax = float.MinValue;
2424 float val;
2425
2426
2427 uint maxXXYY = regionsize - 1;
2428 // adding one margin all around so things don't fall in edges
2429
2430 uint xx;
2431 uint yy = 0;
2432 uint yt = 0;
2433
2434 for (uint y = 0; y < heightmapHeightSamples; y++)
2435 {
2436 if (y > 1 && y < maxXXYY)
2437 yy += regionsize;
2438 xx = 0;
2439 for (uint x = 0; x < heightmapWidthSamples; x++)
2440 {
2441 if (x > 1 && x < maxXXYY)
2442 xx++;
2443
2444 val = heightMap[yy + xx];
2445 if (val < 0.0f)
2446 val = 0.0f; // no neg terrain as in chode
2447 _heightmap[yt + x] = val;
2448
2449 if (hfmin > val)
2450 hfmin = val;
2451// if (hfmax < val)
2452// hfmax = val;
2453 }
2454 yt += heightmapWidthSamples;
2455 }
2456 lock (OdeLock)
2457 {
2458 IntPtr GroundGeom = IntPtr.Zero;
2459 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2460 {
2461 RegionTerrain.Remove(pOffset);
2462 if (GroundGeom != IntPtr.Zero)
2463 {
2464 d.GeomDestroy(GroundGeom);
2465
2466 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2467 {
2468 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2469 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2470 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2471 TerrainHeightFieldHeights.Remove(GroundGeom);
2472 }
2473 }
2474 }
2475 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2476
2477 const int wrap = 0;
2478 float thickness = hfmin;
2479 if (thickness < 0)
2480 thickness = 1;
2481
2482 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2483
2484 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2485 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2486 thickness, wrap);
2487
2488// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2489 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2490 if (GroundGeom != IntPtr.Zero)
2491 {
2492 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2493 d.GeomSetCollideBits(GroundGeom, 0);
2494
2495 }
2496 geom_name_map[GroundGeom] = "Terrain";
2497
2498 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2499 RegionTerrain.Add(pOffset, GroundGeom);
2500 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2501 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2502 }
2503 }
2504
2505
2506 public override void DeleteTerrain()
2507 {
2508 }
2509
2510 public float GetWaterLevel()
2511 {
2512 return waterlevel;
2513 }
2514
2515 public override bool SupportsCombining()
2516 {
2517 return true;
2518 }
2519/*
2520 public override void UnCombine(PhysicsScene pScene)
2521 {
2522 IntPtr localGround = IntPtr.Zero;
2523// float[] localHeightfield;
2524 bool proceed = false;
2525 List<IntPtr> geomDestroyList = new List<IntPtr>();
2526
2527 lock (OdeLock)
2528 {
2529 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2530 {
2531 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2532 {
2533 if (geom == localGround)
2534 {
2535// localHeightfield = TerrainHeightFieldHeights[geom];
2536 proceed = true;
2537 }
2538 else
2539 {
2540 geomDestroyList.Add(geom);
2541 }
2542 }
2543
2544 if (proceed)
2545 {
2546 m_worldOffset = Vector3.Zero;
2547 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2548 m_parentScene = null;
2549
2550 foreach (IntPtr g in geomDestroyList)
2551 {
2552 // removingHeightField needs to be done or the garbage collector will
2553 // collect the terrain data before we tell ODE to destroy it causing
2554 // memory corruption
2555 if (TerrainHeightFieldHeights.ContainsKey(g))
2556 {
2557// float[] removingHeightField = TerrainHeightFieldHeights[g];
2558 TerrainHeightFieldHeights.Remove(g);
2559
2560 if (RegionTerrain.ContainsKey(g))
2561 {
2562 RegionTerrain.Remove(g);
2563 }
2564
2565 d.GeomDestroy(g);
2566 //removingHeightField = new float[0];
2567 }
2568 }
2569
2570 }
2571 else
2572 {
2573 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2574 }
2575 }
2576 }
2577 }
2578*/
2579 public override void SetWaterLevel(float baseheight)
2580 {
2581 waterlevel = baseheight;
2582 randomizeWater(waterlevel);
2583 }
2584
2585 public void randomizeWater(float baseheight)
2586 {
2587 const uint heightmapWidth = Constants.RegionSize + 2;
2588 const uint heightmapHeight = Constants.RegionSize + 2;
2589 const uint heightmapWidthSamples = heightmapWidth + 1;
2590 const uint heightmapHeightSamples = heightmapHeight + 1;
2591
2592 const float scale = 1.0f;
2593 const float offset = 0.0f;
2594 const int wrap = 0;
2595
2596 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2597
2598 float maxheigh = float.MinValue;
2599 float minheigh = float.MaxValue;
2600 float val;
2601 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2602 {
2603
2604 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2605 _watermap[i] = val;
2606 if (maxheigh < val)
2607 maxheigh = val;
2608 if (minheigh > val)
2609 minheigh = val;
2610 }
2611
2612 float thickness = minheigh;
2613
2614 lock (OdeLock)
2615 {
2616 if (WaterGeom != IntPtr.Zero)
2617 {
2618 d.GeomDestroy(WaterGeom);
2619 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2620 WaterGeom = IntPtr.Zero;
2621 WaterHeightmapData = IntPtr.Zero;
2622 if(WaterMapHandler.IsAllocated)
2623 WaterMapHandler.Free();
2624 }
2625
2626 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2627
2628 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2629
2630 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2631 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2632 offset, thickness, wrap);
2633 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2634 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2635 if (WaterGeom != IntPtr.Zero)
2636 {
2637 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2638 d.GeomSetCollideBits(WaterGeom, 0);
2639
2640 geom_name_map[WaterGeom] = "Water";
2641
2642 d.Matrix3 R = new d.Matrix3();
2643
2644 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2645 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2646
2647 q1 = q1 * q2;
2648 Vector3 v3;
2649 float angle;
2650 q1.GetAxisAngle(out v3, out angle);
2651
2652 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2653 d.GeomSetRotation(WaterGeom, ref R);
2654 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2655 }
2656 }
2657 }
2658
2659 public override void Dispose()
2660 {
2661 lock (OdeLock)
2662 {
2663 m_rayCastManager.Dispose();
2664 m_rayCastManager = null;
2665
2666 lock (_prims)
2667 {
2668 ChangesQueue.Clear();
2669 foreach (OdePrim prm in _prims)
2670 {
2671 prm.DoAChange(changes.Remove, null);
2672 _collisionEventPrim.Remove(prm);
2673 }
2674 _prims.Clear();
2675 }
2676
2677 OdeCharacter[] chtorem;
2678 lock (_characters)
2679 {
2680 chtorem = new OdeCharacter[_characters.Count];
2681 _characters.CopyTo(chtorem);
2682 }
2683
2684 ChangesQueue.Clear();
2685 foreach (OdeCharacter ch in chtorem)
2686 ch.DoAChange(changes.Remove, null);
2687
2688
2689 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2690 {
2691 if (GroundGeom != IntPtr.Zero)
2692 d.GeomDestroy(GroundGeom);
2693 }
2694
2695 RegionTerrain.Clear();
2696
2697 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2698 {
2699 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2700 {
2701 if (gch.IsAllocated)
2702 gch.Free();
2703 }
2704 }
2705
2706 TerrainHeightFieldHeightsHandlers.Clear();
2707 TerrainHeightFieldHeights.Clear();
2708
2709 if (WaterGeom != IntPtr.Zero)
2710 {
2711 d.GeomDestroy(WaterGeom);
2712 WaterGeom = IntPtr.Zero;
2713 if (WaterHeightmapData != IntPtr.Zero)
2714 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2715 WaterHeightmapData = IntPtr.Zero;
2716
2717 if (WaterMapHandler.IsAllocated)
2718 WaterMapHandler.Free();
2719 }
2720
2721
2722 if (ContactgeomsArray != IntPtr.Zero)
2723 Marshal.FreeHGlobal(ContactgeomsArray);
2724 if (GlobalContactsArray != IntPtr.Zero)
2725 Marshal.FreeHGlobal(GlobalContactsArray);
2726
2727
2728 d.WorldDestroy(world);
2729 world = IntPtr.Zero;
2730 //d.CloseODE();
2731 }
2732 }
2733
2734 public override Dictionary<uint, float> GetTopColliders()
2735 {
2736 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2737 int cnt = 0;
2738 lock (_prims)
2739 {
2740 foreach (OdePrim prm in _prims)
2741 {
2742 if (prm.CollisionScore > 0)
2743 {
2744 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2745 cnt++;
2746 prm.CollisionScore = 0f;
2747 if (cnt > 25)
2748 {
2749 break;
2750 }
2751 }
2752 }
2753 }
2754 return returncolliders;
2755 }
2756
2757 public override bool SupportsRayCast()
2758 {
2759 return true;
2760 }
2761
2762 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2763 {
2764 if (retMethod != null)
2765 {
2766 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2767 }
2768 }
2769
2770 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2771 {
2772 if (retMethod != null)
2773 {
2774 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2775 }
2776 }
2777
2778 // don't like this
2779 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2780 {
2781 ContactResult[] ourResults = null;
2782 RayCallback retMethod = delegate(List<ContactResult> results)
2783 {
2784 ourResults = new ContactResult[results.Count];
2785 results.CopyTo(ourResults, 0);
2786 };
2787 int waitTime = 0;
2788 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2789 while (ourResults == null && waitTime < 1000)
2790 {
2791 Thread.Sleep(1);
2792 waitTime++;
2793 }
2794 if (ourResults == null)
2795 return new List<ContactResult>();
2796 return new List<ContactResult>(ourResults);
2797 }
2798
2799 public override bool SuportsRaycastWorldFiltered()
2800 {
2801 return true;
2802 }
2803
2804 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2805 {
2806 object SyncObject = new object();
2807 List<ContactResult> ourresults = new List<ContactResult>();
2808
2809 RayCallback retMethod = delegate(List<ContactResult> results)
2810 {
2811 lock (SyncObject)
2812 {
2813 ourresults = results;
2814 Monitor.PulseAll(SyncObject);
2815 }
2816 };
2817
2818 lock (SyncObject)
2819 {
2820 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2821 if (!Monitor.Wait(SyncObject, 500))
2822 return null;
2823 else
2824 return ourresults;
2825 }
2826 }
2827
2828 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2829 {
2830 if (retMethod != null && actor !=null)
2831 {
2832 IntPtr geom;
2833 if (actor is OdePrim)
2834 geom = ((OdePrim)actor).prim_geom;
2835 else if (actor is OdeCharacter)
2836 geom = ((OdePrim)actor).prim_geom;
2837 else
2838 return;
2839 if (geom == IntPtr.Zero)
2840 return;
2841 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2842 }
2843 }
2844
2845 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2846 {
2847 if (retMethod != null && actor != null)
2848 {
2849 IntPtr geom;
2850 if (actor is OdePrim)
2851 geom = ((OdePrim)actor).prim_geom;
2852 else if (actor is OdeCharacter)
2853 geom = ((OdePrim)actor).prim_geom;
2854 else
2855 return;
2856 if (geom == IntPtr.Zero)
2857 return;
2858
2859 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2860 }
2861 }
2862
2863 // don't like this
2864 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2865 {
2866 if (actor != null)
2867 {
2868 IntPtr geom;
2869 if (actor is OdePrim)
2870 geom = ((OdePrim)actor).prim_geom;
2871 else if (actor is OdeCharacter)
2872 geom = ((OdePrim)actor).prim_geom;
2873 else
2874 return new List<ContactResult>();
2875 if (geom == IntPtr.Zero)
2876 return new List<ContactResult>();
2877
2878 ContactResult[] ourResults = null;
2879 RayCallback retMethod = delegate(List<ContactResult> results)
2880 {
2881 ourResults = new ContactResult[results.Count];
2882 results.CopyTo(ourResults, 0);
2883 };
2884 int waitTime = 0;
2885 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2886 while (ourResults == null && waitTime < 1000)
2887 {
2888 Thread.Sleep(1);
2889 waitTime++;
2890 }
2891 if (ourResults == null)
2892 return new List<ContactResult>();
2893 return new List<ContactResult>(ourResults);
2894 }
2895 return new List<ContactResult>();
2896 }
2897 }
2898}
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 0ebcd8d..fed3122 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)
@@ -432,31 +528,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
432 528
433 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 529 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
434 530
435 /// <summary> 531 // Utility function for llRot2Euler
436 /// Convert an LSL rotation to a Euler vector. 532
437 /// </summary> 533 // normalize an angle between -PI and PI (-180 to +180 degrees)
438 /// <remarks> 534 protected double NormalizeAngle(double angle)
439 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
440 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
441 /// </remarks>
442 /// <param name="r"></param>
443 /// <returns></returns>
444 public LSL_Vector llRot2Euler(LSL_Rotation r)
445 { 535 {
446 m_host.AddScriptLPS(1); 536 if (angle > -Math.PI && angle < Math.PI)
537 return angle;
538
539 int numPis = (int)(Math.PI / angle);
540 double remainder = angle - Math.PI * numPis;
541 if (numPis % 2 == 1)
542 return Math.PI - angle;
543 return remainder;
544 }
447 545
448 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 546 public LSL_Vector llRot2Euler(LSL_Rotation q1)
449 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 547 {
450 if (m == 0.0) return new LSL_Vector(); 548 m_host.AddScriptLPS(1);
451 double x = Math.Atan2(-v.y, v.z); 549 LSL_Vector eul = new LSL_Vector();
452 double sin = v.x / m;
453 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
454 double y = Math.Asin(sin);
455 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
456 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)));
457 double z = Math.Atan2(v.y, v.x);
458 550
459 return new LSL_Vector(x, y, z); 551 double sqw = q1.s*q1.s;
552 double sqx = q1.x*q1.x;
553 double sqy = q1.z*q1.z;
554 double sqz = q1.y*q1.y;
555 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
556 double test = q1.x*q1.z + q1.y*q1.s;
557 if (test > 0.4999*unit) { // singularity at north pole
558 eul.z = 2 * Math.Atan2(q1.x,q1.s);
559 eul.y = Math.PI/2;
560 eul.x = 0;
561 return eul;
562 }
563 if (test < -0.4999*unit) { // singularity at south pole
564 eul.z = -2 * Math.Atan2(q1.x,q1.s);
565 eul.y = -Math.PI/2;
566 eul.x = 0;
567 return eul;
568 }
569 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
570 eul.y = Math.Asin(2*test/unit);
571 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
572 return eul;
460 } 573 }
461 574
462 /* From wiki: 575 /* From wiki:
@@ -509,18 +622,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
509 m_host.AddScriptLPS(1); 622 m_host.AddScriptLPS(1);
510 623
511 double x,y,z,s; 624 double x,y,z,s;
512 625 v.x *= 0.5;
513 double c1 = Math.Cos(v.x * 0.5); 626 v.y *= 0.5;
514 double c2 = Math.Cos(v.y * 0.5); 627 v.z *= 0.5;
515 double c3 = Math.Cos(v.z * 0.5); 628 double c1 = Math.Cos(v.x);
516 double s1 = Math.Sin(v.x * 0.5); 629 double c2 = Math.Cos(v.y);
517 double s2 = Math.Sin(v.y * 0.5); 630 double c1c2 = c1 * c2;
518 double s3 = Math.Sin(v.z * 0.5); 631 double s1 = Math.Sin(v.x);
519 632 double s2 = Math.Sin(v.y);
520 x = s1 * c2 * c3 + c1 * s2 * s3; 633 double s1s2 = s1 * s2;
521 y = c1 * s2 * c3 - s1 * c2 * s3; 634 double c1s2 = c1 * s2;
522 z = s1 * s2 * c3 + c1 * c2 * s3; 635 double s1c2 = s1 * c2;
523 s = c1 * c2 * c3 - s1 * s2 * s3; 636 double c3 = Math.Cos(v.z);
637 double s3 = Math.Sin(v.z);
638
639 x = s1c2 * c3 + c1s2 * s3;
640 y = c1s2 * c3 - s1c2 * s3;
641 z = s1s2 * c3 + c1c2 * s3;
642 s = c1c2 * c3 - s1s2 * s3;
524 643
525 return new LSL_Rotation(x, y, z, s); 644 return new LSL_Rotation(x, y, z, s);
526 } 645 }
@@ -658,77 +777,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
658 { 777 {
659 //A and B should both be normalized 778 //A and B should both be normalized
660 m_host.AddScriptLPS(1); 779 m_host.AddScriptLPS(1);
661 LSL_Rotation rotBetween; 780 /* This method is more accurate than the SL one, and thus causes problems
662 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 781 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
663 // continue calculation. 782
664 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 783 double dotProduct = LSL_Vector.Dot(a, b);
784 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
785 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
786 double angle = Math.Acos(dotProduct / magProduct);
787 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
788 double s = Math.Sin(angle / 2);
789
790 double x = axis.x * s;
791 double y = axis.y * s;
792 double z = axis.z * s;
793 double w = Math.Cos(angle / 2);
794
795 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
796 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
797
798 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
799 */
800
801 // This method mimics the 180 errors found in SL
802 // See www.euclideanspace.com... angleBetween
803 LSL_Vector vec_a = a;
804 LSL_Vector vec_b = b;
805
806 // Eliminate zero length
807 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
808 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
809 if (vec_a_mag < 0.00001 ||
810 vec_b_mag < 0.00001)
665 { 811 {
666 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 812 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
667 } 813 }
668 else 814
815 // Normalize
816 vec_a = llVecNorm(vec_a);
817 vec_b = llVecNorm(vec_b);
818
819 // Calculate axis and rotation angle
820 LSL_Vector axis = vec_a % vec_b;
821 LSL_Float cos_theta = vec_a * vec_b;
822
823 // Check if parallel
824 if (cos_theta > 0.99999)
669 { 825 {
670 a = LSL_Vector.Norm(a); 826 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
671 b = LSL_Vector.Norm(b); 827 }
672 double dotProduct = LSL_Vector.Dot(a, b); 828
673 // There are two degenerate cases possible. These are for vectors 180 or 829 // Check if anti-parallel
674 // 0 degrees apart. These have to be detected and handled individually. 830 else if (cos_theta < -0.99999)
675 // 831 {
676 // Check for vectors 180 degrees apart. 832 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
677 // A dot product of -1 would mean the angle between vectors is 180 degrees. 833 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
678 if (dotProduct < -0.9999999f) 834 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
679 { 835 }
680 // First assume X axis is orthogonal to the vectors. 836 else // other rotation
681 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 837 {
682 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 838 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
683 // Check for near zero vector. A very small non-zero number here will create 839 axis = llVecNorm(axis);
684 // a rotation in an undesired direction. 840 double x, y, z, s, t;
685 if (LSL_Vector.Mag(orthoVector) > 0.0001) 841 s = Math.Cos(theta);
686 { 842 t = Math.Sin(theta);
687 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 843 x = axis.x * t;
688 } 844 y = axis.y * t;
689 // If the magnitude of the vector was near zero, then assume the X axis is not 845 z = axis.z * t;
690 // orthogonal and use the Z axis instead. 846 return new LSL_Rotation(x,y,z,s);
691 else
692 {
693 // Set 180 z rotation.
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
695 }
696 }
697 // Check for parallel vectors.
698 // A dot product of 1 would mean the angle between vectors is 0 degrees.
699 else if (dotProduct > 0.9999999f)
700 {
701 // Set zero rotation.
702 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
703 }
704 else
705 {
706 // All special checks have been performed so get the axis of rotation.
707 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
708 // Quarternion s value is the length of the unit vector + dot product.
709 double qs = 1.0 + dotProduct;
710 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
711 // Normalize the rotation.
712 double mag = LSL_Rotation.Mag(rotBetween);
713 // We shouldn't have to worry about a divide by zero here. The qs value will be
714 // non-zero because we already know if we're here, then the dotProduct is not -1 so
715 // qs will not be zero. Also, we've already handled the input vectors being zero so the
716 // crossProduct vector should also not be zero.
717 rotBetween.x = rotBetween.x / mag;
718 rotBetween.y = rotBetween.y / mag;
719 rotBetween.z = rotBetween.z / mag;
720 rotBetween.s = rotBetween.s / mag;
721 // Check for undefined values and set zero rotation if any found. This code might not actually be required
722 // any longer since zero vectors are checked for at the top.
723 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
724 {
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
726 }
727 }
728 } 847 }
729 return rotBetween;
730 } 848 }
731 849
732 public void llWhisper(int channelID, string text) 850 public void llWhisper(int channelID, string text)
733 { 851 {
734 m_host.AddScriptLPS(1); 852 m_host.AddScriptLPS(1);
@@ -744,10 +862,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
744 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text); 862 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text);
745 } 863 }
746 864
865 private void CheckSayShoutTime()
866 {
867 DateTime now = DateTime.UtcNow;
868 if ((now - m_lastSayShoutCheck).Ticks > 10000000) // 1sec
869 {
870 m_lastSayShoutCheck = now;
871 m_SayShoutCount = 0;
872 }
873 else
874 m_SayShoutCount++;
875 }
876
747 public void llSay(int channelID, string text) 877 public void llSay(int channelID, string text)
748 { 878 {
749 m_host.AddScriptLPS(1); 879 m_host.AddScriptLPS(1);
750 880
881 if (channelID == 0)
882// m_SayShoutCount++;
883 CheckSayShoutTime();
884
885 if (m_SayShoutCount >= 11)
886 ScriptSleep(2000);
887
751 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 888 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
752 { 889 {
753 Console.WriteLine(text); 890 Console.WriteLine(text);
@@ -770,6 +907,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
770 { 907 {
771 m_host.AddScriptLPS(1); 908 m_host.AddScriptLPS(1);
772 909
910 if (channelID == 0)
911// m_SayShoutCount++;
912 CheckSayShoutTime();
913
914 if (m_SayShoutCount >= 11)
915 ScriptSleep(2000);
916
773 if (text.Length > 1023) 917 if (text.Length > 1023)
774 text = text.Substring(0, 1023); 918 text = text.Substring(0, 1023);
775 919
@@ -801,22 +945,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 945
802 public void llRegionSayTo(string target, int channel, string msg) 946 public void llRegionSayTo(string target, int channel, string msg)
803 { 947 {
948 string error = String.Empty;
949
804 if (msg.Length > 1023) 950 if (msg.Length > 1023)
805 msg = msg.Substring(0, 1023); 951 msg = msg.Substring(0, 1023);
806 952
807 m_host.AddScriptLPS(1); 953 m_host.AddScriptLPS(1);
808 954
809 if (channel == ScriptBaseClass.DEBUG_CHANNEL)
810 {
811 return;
812 }
813
814 UUID TargetID; 955 UUID TargetID;
815 UUID.TryParse(target, out TargetID); 956 UUID.TryParse(target, out TargetID);
816 957
817 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 958 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
818 if (wComm != null) 959 if (wComm != null)
819 wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg); 960 if (!wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg, out error))
961 LSLError(error);
820 } 962 }
821 963
822 public LSL_Integer llListen(int channelID, string name, string ID, string msg) 964 public LSL_Integer llListen(int channelID, string name, string ID, string msg)
@@ -1072,10 +1214,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1072 return detectedParams.TouchUV; 1214 return detectedParams.TouchUV;
1073 } 1215 }
1074 1216
1217 [DebuggerNonUserCode]
1075 public virtual void llDie() 1218 public virtual void llDie()
1076 { 1219 {
1077 m_host.AddScriptLPS(1); 1220 m_host.AddScriptLPS(1);
1078 throw new SelfDeleteException(); 1221 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1079 } 1222 }
1080 1223
1081 public LSL_Float llGround(LSL_Vector offset) 1224 public LSL_Float llGround(LSL_Vector offset)
@@ -1148,6 +1291,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1148 1291
1149 public void llSetStatus(int status, int value) 1292 public void llSetStatus(int status, int value)
1150 { 1293 {
1294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1295 return;
1151 m_host.AddScriptLPS(1); 1296 m_host.AddScriptLPS(1);
1152 1297
1153 int statusrotationaxis = 0; 1298 int statusrotationaxis = 0;
@@ -1171,6 +1316,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1171 if (!allow) 1316 if (!allow)
1172 return; 1317 return;
1173 1318
1319 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1320 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1321 return;
1322
1174 m_host.ScriptSetPhysicsStatus(true); 1323 m_host.ScriptSetPhysicsStatus(true);
1175 } 1324 }
1176 else 1325 else
@@ -1379,6 +1528,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1379 { 1528 {
1380 m_host.AddScriptLPS(1); 1529 m_host.AddScriptLPS(1);
1381 1530
1531 SetColor(m_host, color, face);
1532 }
1533
1534 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1535 {
1536 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1537 return;
1538
1539 Primitive.TextureEntry tex = part.Shape.Textures;
1540 Color4 texcolor;
1541 if (face >= 0 && face < GetNumberOfSides(part))
1542 {
1543 texcolor = tex.CreateFace((uint)face).RGBA;
1544 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1545 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1546 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1547 tex.FaceTextures[face].RGBA = texcolor;
1548 part.UpdateTextureEntry(tex.GetBytes());
1549 return;
1550 }
1551 else if (face == ScriptBaseClass.ALL_SIDES)
1552 {
1553 for (uint i = 0; i < GetNumberOfSides(part); i++)
1554 {
1555 if (tex.FaceTextures[i] != null)
1556 {
1557 texcolor = tex.FaceTextures[i].RGBA;
1558 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1559 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1560 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1561 tex.FaceTextures[i].RGBA = texcolor;
1562 }
1563 texcolor = tex.DefaultTexture.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.DefaultTexture.RGBA = texcolor;
1568 }
1569 part.UpdateTextureEntry(tex.GetBytes());
1570 return;
1571 }
1572
1382 if (face == ScriptBaseClass.ALL_SIDES) 1573 if (face == ScriptBaseClass.ALL_SIDES)
1383 face = SceneObjectPart.ALL_SIDES; 1574 face = SceneObjectPart.ALL_SIDES;
1384 1575
@@ -1387,6 +1578,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1387 1578
1388 public void SetTexGen(SceneObjectPart part, int face,int style) 1579 public void SetTexGen(SceneObjectPart part, int face,int style)
1389 { 1580 {
1581 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1582 return;
1583
1390 Primitive.TextureEntry tex = part.Shape.Textures; 1584 Primitive.TextureEntry tex = part.Shape.Textures;
1391 MappingType textype; 1585 MappingType textype;
1392 textype = MappingType.Default; 1586 textype = MappingType.Default;
@@ -1417,6 +1611,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1417 1611
1418 public void SetGlow(SceneObjectPart part, int face, float glow) 1612 public void SetGlow(SceneObjectPart part, int face, float glow)
1419 { 1613 {
1614 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return;
1616
1420 Primitive.TextureEntry tex = part.Shape.Textures; 1617 Primitive.TextureEntry tex = part.Shape.Textures;
1421 if (face >= 0 && face < GetNumberOfSides(part)) 1618 if (face >= 0 && face < GetNumberOfSides(part))
1422 { 1619 {
@@ -1442,6 +1639,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1442 1639
1443 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1640 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1444 { 1641 {
1642 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1643 return;
1445 1644
1446 Shininess sval = new Shininess(); 1645 Shininess sval = new Shininess();
1447 1646
@@ -1492,6 +1691,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1492 1691
1493 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1692 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1494 { 1693 {
1694 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1695 return;
1696
1495 Primitive.TextureEntry tex = part.Shape.Textures; 1697 Primitive.TextureEntry tex = part.Shape.Textures;
1496 if (face >= 0 && face < GetNumberOfSides(part)) 1698 if (face >= 0 && face < GetNumberOfSides(part))
1497 { 1699 {
@@ -1552,13 +1754,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1552 m_host.AddScriptLPS(1); 1754 m_host.AddScriptLPS(1);
1553 1755
1554 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1756 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1555 1757 if (parts.Count > 0)
1556 foreach (SceneObjectPart part in parts) 1758 {
1557 SetAlpha(part, alpha, face); 1759 try
1760 {
1761 parts[0].ParentGroup.areUpdatesSuspended = true;
1762 foreach (SceneObjectPart part in parts)
1763 SetAlpha(part, alpha, face);
1764 }
1765 finally
1766 {
1767 parts[0].ParentGroup.areUpdatesSuspended = false;
1768 }
1769 }
1558 } 1770 }
1559 1771
1560 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1772 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1561 { 1773 {
1774 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1775 return;
1776
1562 Primitive.TextureEntry tex = part.Shape.Textures; 1777 Primitive.TextureEntry tex = part.Shape.Textures;
1563 Color4 texcolor; 1778 Color4 texcolor;
1564 if (face >= 0 && face < GetNumberOfSides(part)) 1779 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1611,7 +1826,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1826 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1612 float wind, float tension, LSL_Vector Force) 1827 float wind, float tension, LSL_Vector Force)
1613 { 1828 {
1614 if (part == null) 1829 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1830 return;
1616 1831
1617 if (flexi) 1832 if (flexi)
@@ -1645,7 +1860,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1645 /// <param name="falloff"></param> 1860 /// <param name="falloff"></param>
1646 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1861 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1647 { 1862 {
1648 if (part == null) 1863 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return; 1864 return;
1650 1865
1651 if (light) 1866 if (light)
@@ -1678,11 +1893,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1678 Primitive.TextureEntry tex = part.Shape.Textures; 1893 Primitive.TextureEntry tex = part.Shape.Textures;
1679 Color4 texcolor; 1894 Color4 texcolor;
1680 LSL_Vector rgb = new LSL_Vector(); 1895 LSL_Vector rgb = new LSL_Vector();
1896 int nsides = GetNumberOfSides(part);
1897
1681 if (face == ScriptBaseClass.ALL_SIDES) 1898 if (face == ScriptBaseClass.ALL_SIDES)
1682 { 1899 {
1683 int i; 1900 int i;
1684 1901 for (i = 0; i < nsides; i++)
1685 for (i = 0 ; i < GetNumberOfSides(part); i++)
1686 { 1902 {
1687 texcolor = tex.GetFace((uint)i).RGBA; 1903 texcolor = tex.GetFace((uint)i).RGBA;
1688 rgb.x += texcolor.R; 1904 rgb.x += texcolor.R;
@@ -1690,14 +1906,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1690 rgb.z += texcolor.B; 1906 rgb.z += texcolor.B;
1691 } 1907 }
1692 1908
1693 rgb.x /= (float)GetNumberOfSides(part); 1909 float invnsides = 1.0f / (float)nsides;
1694 rgb.y /= (float)GetNumberOfSides(part); 1910
1695 rgb.z /= (float)GetNumberOfSides(part); 1911 rgb.x *= invnsides;
1912 rgb.y *= invnsides;
1913 rgb.z *= invnsides;
1696 1914
1697 return rgb; 1915 return rgb;
1698 } 1916 }
1699 1917 if (face >= 0 && face < nsides)
1700 if (face >= 0 && face < GetNumberOfSides(part))
1701 { 1918 {
1702 texcolor = tex.GetFace((uint)face).RGBA; 1919 texcolor = tex.GetFace((uint)face).RGBA;
1703 rgb.x = texcolor.R; 1920 rgb.x = texcolor.R;
@@ -1724,15 +1941,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 m_host.AddScriptLPS(1); 1941 m_host.AddScriptLPS(1);
1725 1942
1726 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1943 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1727 1944 if (parts.Count > 0)
1728 foreach (SceneObjectPart part in parts) 1945 {
1729 SetTexture(part, texture, face); 1946 try
1730 1947 {
1948 parts[0].ParentGroup.areUpdatesSuspended = true;
1949 foreach (SceneObjectPart part in parts)
1950 SetTexture(part, texture, face);
1951 }
1952 finally
1953 {
1954 parts[0].ParentGroup.areUpdatesSuspended = false;
1955 }
1956 }
1731 ScriptSleep(200); 1957 ScriptSleep(200);
1732 } 1958 }
1733 1959
1734 protected void SetTexture(SceneObjectPart part, string texture, int face) 1960 protected void SetTexture(SceneObjectPart part, string texture, int face)
1735 { 1961 {
1962 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1963 return;
1964
1736 UUID textureID = new UUID(); 1965 UUID textureID = new UUID();
1737 1966
1738 textureID = InventoryKey(texture, (int)AssetType.Texture); 1967 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1777,6 +2006,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1777 2006
1778 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 2007 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1779 { 2008 {
2009 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2010 return;
2011
1780 Primitive.TextureEntry tex = part.Shape.Textures; 2012 Primitive.TextureEntry tex = part.Shape.Textures;
1781 if (face >= 0 && face < GetNumberOfSides(part)) 2013 if (face >= 0 && face < GetNumberOfSides(part))
1782 { 2014 {
@@ -1813,6 +2045,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1813 2045
1814 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2046 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1815 { 2047 {
2048 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2049 return;
2050
1816 Primitive.TextureEntry tex = part.Shape.Textures; 2051 Primitive.TextureEntry tex = part.Shape.Textures;
1817 if (face >= 0 && face < GetNumberOfSides(part)) 2052 if (face >= 0 && face < GetNumberOfSides(part))
1818 { 2053 {
@@ -1849,6 +2084,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1849 2084
1850 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2085 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1851 { 2086 {
2087 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2088 return;
2089
1852 Primitive.TextureEntry tex = part.Shape.Textures; 2090 Primitive.TextureEntry tex = part.Shape.Textures;
1853 if (face >= 0 && face < GetNumberOfSides(part)) 2091 if (face >= 0 && face < GetNumberOfSides(part))
1854 { 2092 {
@@ -1953,26 +2191,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1953 return real_vec; 2191 return real_vec;
1954 } 2192 }
1955 2193
2194 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2195 {
2196 return new LSL_Integer(SetRegionPos(m_host, pos));
2197 }
2198
2199 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2200 {
2201 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2202 return 0;
2203
2204 SceneObjectGroup grp = part.ParentGroup;
2205
2206 if (grp.IsAttachment)
2207 return 0;
2208
2209 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2210 return 0;
2211
2212 if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
2213 return 0;
2214
2215 float constrainedX = (float)targetPos.x;
2216 float constrainedY = (float)targetPos.y;
2217
2218 if (constrainedX < 0.0f)
2219 constrainedX = 0.0f;
2220 if (constrainedY < 0.0f)
2221 constrainedY = 0.0f;
2222 if (constrainedX >= (float)Constants.RegionSize)
2223 constrainedX = (float)Constants.RegionSize - 0.1f;
2224 if (constrainedY >= (float)Constants.RegionSize)
2225 constrainedY = (float)Constants.RegionSize -0.1f;
2226
2227 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2228
2229 if (targetPos.z < ground)
2230 targetPos.z = ground;
2231
2232 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2233
2234 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2235 return 0;
2236
2237 grp.UpdateGroupPosition(dest);
2238
2239 return 1;
2240 }
2241
1956 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2242 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1957 { 2243 {
1958 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2244 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2245 return;
2246
1959 LSL_Vector currentPos = GetPartLocalPos(part); 2247 LSL_Vector currentPos = GetPartLocalPos(part);
2248 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1960 2249
1961 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1962 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1963 2250
1964 if (part.ParentGroup.RootPart == part) 2251 if (part.ParentGroup.RootPart == part)
1965 { 2252 {
1966 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1967 targetPos.z = ground;
1968 SceneObjectGroup parent = part.ParentGroup; 2253 SceneObjectGroup parent = part.ParentGroup;
1969 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2254 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1970 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2255 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2256 return;
2257 Util.FireAndForget(delegate(object x) {
2258 parent.UpdateGroupPosition(dest);
2259 });
1971 } 2260 }
1972 else 2261 else
1973 { 2262 {
1974 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2263 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1975 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1976 SceneObjectGroup parent = part.ParentGroup; 2264 SceneObjectGroup parent = part.ParentGroup;
1977 parent.HasGroupChanged = true; 2265 parent.HasGroupChanged = true;
1978 parent.ScheduleGroupForTerseUpdate(); 2266 parent.ScheduleGroupForTerseUpdate();
@@ -2005,17 +2293,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2005 else 2293 else
2006 { 2294 {
2007 if (part.ParentGroup.IsAttachment) 2295 if (part.ParentGroup.IsAttachment)
2008 {
2009 pos = part.AttachedPos; 2296 pos = part.AttachedPos;
2010 }
2011 else 2297 else
2012 {
2013 pos = part.AbsolutePosition; 2298 pos = part.AbsolutePosition;
2014 }
2015 } 2299 }
2016 2300
2017// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2018
2019 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2301 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2020 } 2302 }
2021 2303
@@ -2024,18 +2306,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2024 m_host.AddScriptLPS(1); 2306 m_host.AddScriptLPS(1);
2025 2307
2026 // try to let this work as in SL... 2308 // try to let this work as in SL...
2027 if (m_host.ParentID == 0) 2309 if (m_host.LinkNum < 2)
2028 { 2310 {
2029 // special case: If we are root, rotate complete SOG to new rotation 2311 // Special case: If we are root, rotate complete SOG to new
2312 // rotation.
2313 // We are root if the link number is 0 (single prim) or 1
2314 // (root prim). ParentID may be nonzero in attachments and
2315 // using it would cause attachments and HUDs to rotate
2316 // to the wrong positions.
2317
2030 SetRot(m_host, Rot2Quaternion(rot)); 2318 SetRot(m_host, Rot2Quaternion(rot));
2031 } 2319 }
2032 else 2320 else
2033 { 2321 {
2034 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 2322 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
2035 SceneObjectPart rootPart = m_host.ParentGroup.RootPart; 2323 SceneObjectPart rootPart;
2036 if (rootPart != null) // better safe than sorry 2324 if (m_host.ParentGroup != null) // better safe than sorry
2037 { 2325 {
2038 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); 2326 rootPart = m_host.ParentGroup.RootPart;
2327 if (rootPart != null)
2328 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
2039 } 2329 }
2040 } 2330 }
2041 2331
@@ -2045,31 +2335,53 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2045 public void llSetLocalRot(LSL_Rotation rot) 2335 public void llSetLocalRot(LSL_Rotation rot)
2046 { 2336 {
2047 m_host.AddScriptLPS(1); 2337 m_host.AddScriptLPS(1);
2338
2048 SetRot(m_host, Rot2Quaternion(rot)); 2339 SetRot(m_host, Rot2Quaternion(rot));
2049 ScriptSleep(200); 2340 ScriptSleep(200);
2050 } 2341 }
2051 2342
2052 protected void SetRot(SceneObjectPart part, Quaternion rot) 2343 protected void SetRot(SceneObjectPart part, Quaternion rot)
2053 { 2344 {
2054 part.UpdateRotation(rot); 2345 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2055 // Update rotation does not move the object in the physics scene if it's a linkset. 2346 return;
2056 2347
2057//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 2348 bool isroot = (part == part.ParentGroup.RootPart);
2058// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 2349 bool isphys;
2059 2350
2060 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
2061 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
2062 // It's perfectly okay when the object is not an active physical body though.
2063 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
2064 // but only if the object is not physial and active. This is important for rotating doors.
2065 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
2066 // scene
2067 PhysicsActor pa = part.PhysActor; 2351 PhysicsActor pa = part.PhysActor;
2068 2352
2069 if (pa != null && !pa.IsPhysical) 2353 // keep using physactor ideia of isphysical
2354 // it should be SOP ideia of that
2355 // not much of a issue with ubitODE
2356 if (pa != null && pa.IsPhysical)
2357 isphys = true;
2358 else
2359 isphys = false;
2360
2361 // SL doesn't let scripts rotate root of physical linksets
2362 if (isroot && isphys)
2363 return;
2364
2365 part.UpdateRotation(rot);
2366
2367 // Update rotation does not move the object in the physics engine if it's a non physical linkset
2368 // so do a nasty update of parts positions if is a root part rotation
2369 if (isroot && pa != null) // with if above implies non physical root part
2070 { 2370 {
2071 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2371 part.ParentGroup.ResetChildPrimPhysicsPositions();
2072 } 2372 }
2373 else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
2374 {
2375 List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
2376 if (sittingavas.Count > 0)
2377 {
2378 foreach (ScenePresence av in sittingavas)
2379 {
2380 if (isroot || part.LocalId == av.ParentID)
2381 av.SendTerseUpdateToAllClients();
2382 }
2383 }
2384 }
2073 } 2385 }
2074 2386
2075 /// <summary> 2387 /// <summary>
@@ -2118,7 +2430,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2118 public LSL_Rotation llGetLocalRot() 2430 public LSL_Rotation llGetLocalRot()
2119 { 2431 {
2120 m_host.AddScriptLPS(1); 2432 m_host.AddScriptLPS(1);
2121 return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); 2433 Quaternion rot = m_host.RotationOffset;
2434 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2122 } 2435 }
2123 2436
2124 public void llSetForce(LSL_Vector force, int local) 2437 public void llSetForce(LSL_Vector force, int local)
@@ -2202,16 +2515,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2202 m_host.ApplyImpulse(v, local != 0); 2515 m_host.ApplyImpulse(v, local != 0);
2203 } 2516 }
2204 2517
2518
2205 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2519 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2206 { 2520 {
2207 m_host.AddScriptLPS(1); 2521 m_host.AddScriptLPS(1);
2208 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2522 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2209 } 2523 }
2210 2524
2211 public void llSetTorque(LSL_Vector torque, int local) 2525 public void llSetTorque(LSL_Vector torque, int local)
2212 { 2526 {
2213 m_host.AddScriptLPS(1); 2527 m_host.AddScriptLPS(1);
2214 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2528 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2215 } 2529 }
2216 2530
2217 public LSL_Vector llGetTorque() 2531 public LSL_Vector llGetTorque()
@@ -2228,20 +2542,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2228 llSetTorque(torque, local); 2542 llSetTorque(torque, local);
2229 } 2543 }
2230 2544
2545 public void llSetVelocity(LSL_Vector vel, int local)
2546 {
2547 m_host.AddScriptLPS(1);
2548 m_host.SetVelocity(new Vector3((float)vel.x, (float)vel.y, (float)vel.z), local != 0);
2549 }
2550
2231 public LSL_Vector llGetVel() 2551 public LSL_Vector llGetVel()
2232 { 2552 {
2233 m_host.AddScriptLPS(1); 2553 m_host.AddScriptLPS(1);
2234 2554
2235 Vector3 vel; 2555 Vector3 vel = Vector3.Zero;
2236 2556
2237 if (m_host.ParentGroup.IsAttachment) 2557 if (m_host.ParentGroup.IsAttachment)
2238 { 2558 {
2239 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2559 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2240 vel = avatar.Velocity; 2560 if (avatar != null)
2561 vel = avatar.Velocity;
2241 } 2562 }
2242 else 2563 else
2243 { 2564 {
2244 vel = m_host.Velocity; 2565 vel = m_host.ParentGroup.RootPart.Velocity;
2245 } 2566 }
2246 2567
2247 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2568 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2253,10 +2574,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2253 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2574 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2254 } 2575 }
2255 2576
2577 public void llSetAngularVelocity(LSL_Vector avel, int local)
2578 {
2579 m_host.AddScriptLPS(1);
2580 m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2581 }
2582
2256 public LSL_Vector llGetOmega() 2583 public LSL_Vector llGetOmega()
2257 { 2584 {
2258 m_host.AddScriptLPS(1); 2585 m_host.AddScriptLPS(1);
2259 return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); 2586 Vector3 avel = m_host.AngularVelocity;
2587 return new LSL_Vector(avel.X, avel.Y, avel.Z);
2260 } 2588 }
2261 2589
2262 public LSL_Float llGetTimeOfDay() 2590 public LSL_Float llGetTimeOfDay()
@@ -2785,16 +3113,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2785 new_group.RootPart.UUID.ToString()) }, 3113 new_group.RootPart.UUID.ToString()) },
2786 new DetectParams[0])); 3114 new DetectParams[0]));
2787 3115
2788 float groupmass = new_group.GetMass(); 3116 // do recoil
3117 SceneObjectGroup hostgrp = m_host.ParentGroup;
3118 if (hostgrp == null)
3119 return;
3120
3121 if (hostgrp.IsAttachment) // don't recoil avatars
3122 return;
2789 3123
2790 PhysicsActor pa = new_group.RootPart.PhysActor; 3124 PhysicsActor pa = new_group.RootPart.PhysActor;
2791 3125
2792 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) 3126 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
2793 { 3127 {
2794 //Recoil. 3128 float groupmass = new_group.GetMass();
2795 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3129 llvel *= -groupmass;
3130 llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0);
2796 } 3131 }
2797 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3132 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3133 return;
3134
2798 }); 3135 });
2799 3136
2800 //ScriptSleep((int)((groupmass * velmag) / 10)); 3137 //ScriptSleep((int)((groupmass * velmag) / 10));
@@ -2809,35 +3146,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2809 public void llLookAt(LSL_Vector target, double strength, double damping) 3146 public void llLookAt(LSL_Vector target, double strength, double damping)
2810 { 3147 {
2811 m_host.AddScriptLPS(1); 3148 m_host.AddScriptLPS(1);
2812 // Determine where we are looking from
2813 LSL_Vector from = llGetPos();
2814 3149
2815 // Work out the normalised vector from the source to the target 3150 // Get the normalized vector to the target
2816 LSL_Vector delta = llVecNorm(target - from); 3151 LSL_Vector d1 = llVecNorm(target - llGetPos());
2817 LSL_Vector angle = new LSL_Vector(0,0,0);
2818 3152
2819 // Calculate the yaw 3153 // Get the bearing (yaw)
2820 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3154 LSL_Vector a1 = new LSL_Vector(0,0,0);
2821 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3155 a1.z = llAtan2(d1.y, d1.x);
2822 3156
2823 // Calculate pitch 3157 // Get the elevation (pitch)
2824 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3158 LSL_Vector a2 = new LSL_Vector(0,0,0);
3159 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2825 3160
2826 // we need to convert from a vector describing 3161 LSL_Rotation r1 = llEuler2Rot(a1);
2827 // the angles of rotation in radians into rotation value 3162 LSL_Rotation r2 = llEuler2Rot(a2);
2828 LSL_Rotation rot = llEuler2Rot(angle); 3163 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2829
2830 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2831 // set the rotation of the object, copy that behavior
2832 PhysicsActor pa = m_host.PhysActor;
2833 3164
2834 if (strength == 0 || pa == null || !pa.IsPhysical) 3165 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2835 { 3166 {
2836 llSetRot(rot); 3167 // Do nothing if either value is 0 (this has been checked in SL)
3168 if (strength <= 0.0 || damping <= 0.0)
3169 return;
3170
3171 llSetRot(r3 * r2 * r1);
2837 } 3172 }
2838 else 3173 else
2839 { 3174 {
2840 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3175 if (strength == 0)
3176 {
3177 llSetRot(r3 * r2 * r1);
3178 return;
3179 }
3180
3181 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2841 } 3182 }
2842 } 3183 }
2843 3184
@@ -2883,17 +3224,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2883 } 3224 }
2884 else 3225 else
2885 { 3226 {
2886 if (m_host.IsRoot) 3227 // new SL always returns object mass
2887 { 3228// if (m_host.IsRoot)
3229// {
2888 return m_host.ParentGroup.GetMass(); 3230 return m_host.ParentGroup.GetMass();
2889 } 3231// }
2890 else 3232// else
2891 { 3233// {
2892 return m_host.GetMass(); 3234// return m_host.GetMass();
2893 } 3235// }
2894 } 3236 }
2895 } 3237 }
2896 3238
3239
3240 public LSL_Float llGetMassMKS()
3241 {
3242 return 100f * llGetMass();
3243 }
3244
2897 public void llCollisionFilter(string name, string id, int accept) 3245 public void llCollisionFilter(string name, string id, int accept)
2898 { 3246 {
2899 m_host.AddScriptLPS(1); 3247 m_host.AddScriptLPS(1);
@@ -2968,7 +3316,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2968 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3316 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
2969 3317
2970 if (attachmentsModule != null) 3318 if (attachmentsModule != null)
2971 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false); 3319 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true);
2972 else 3320 else
2973 return false; 3321 return false;
2974 } 3322 }
@@ -2998,9 +3346,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2998 { 3346 {
2999 m_host.AddScriptLPS(1); 3347 m_host.AddScriptLPS(1);
3000 3348
3001// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3002// return;
3003
3004 if (m_item.PermsGranter != m_host.OwnerID) 3349 if (m_item.PermsGranter != m_host.OwnerID)
3005 return; 3350 return;
3006 3351
@@ -3043,6 +3388,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3043 3388
3044 public void llInstantMessage(string user, string message) 3389 public void llInstantMessage(string user, string message)
3045 { 3390 {
3391 UUID result;
3392 if (!UUID.TryParse(user, out result))
3393 {
3394 ShoutError("An invalid key was passed to llInstantMessage");
3395 ScriptSleep(2000);
3396 return;
3397 }
3398
3399
3046 m_host.AddScriptLPS(1); 3400 m_host.AddScriptLPS(1);
3047 3401
3048 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3402 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3057,14 +3411,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3057 UUID friendTransactionID = UUID.Random(); 3411 UUID friendTransactionID = UUID.Random();
3058 3412
3059 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3413 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3060 3414
3061 GridInstantMessage msg = new GridInstantMessage(); 3415 GridInstantMessage msg = new GridInstantMessage();
3062 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3416 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3063 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3417 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3064 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3418 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3065// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3419// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3066// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3420// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3067 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3421// DateTime dt = DateTime.UtcNow;
3422//
3423// // Ticks from UtcNow, but make it look like local. Evil, huh?
3424// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3425//
3426// try
3427// {
3428// // Convert that to the PST timezone
3429// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3430// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3431// }
3432// catch
3433// {
3434// // No logging here, as it could be VERY spammy
3435// }
3436//
3437// // And make it look local again to fool the unix time util
3438// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3439
3440 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3441
3068 //if (client != null) 3442 //if (client != null)
3069 //{ 3443 //{
3070 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3444 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3078,12 +3452,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3078 msg.message = message.Substring(0, 1024); 3452 msg.message = message.Substring(0, 1024);
3079 else 3453 else
3080 msg.message = message; 3454 msg.message = message;
3081 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3455 msg.dialog = (byte)19; // MessageFromObject
3082 msg.fromGroup = false;// fromGroup; 3456 msg.fromGroup = false;// fromGroup;
3083 msg.offline = (byte)0; //offline; 3457 msg.offline = (byte)0; //offline;
3084 msg.ParentEstateID = 0; //ParentEstateID; 3458 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3085 msg.Position = new Vector3(m_host.AbsolutePosition); 3459 msg.Position = new Vector3(m_host.AbsolutePosition);
3086 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3460 msg.RegionID = World.RegionInfo.RegionID.Guid;
3087 msg.binaryBucket 3461 msg.binaryBucket
3088 = Util.StringToBytes256( 3462 = Util.StringToBytes256(
3089 "{0}/{1}/{2}/{3}", 3463 "{0}/{1}/{2}/{3}",
@@ -3111,7 +3485,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3111 } 3485 }
3112 3486
3113 emailModule.SendEmail(m_host.UUID, address, subject, message); 3487 emailModule.SendEmail(m_host.UUID, address, subject, message);
3114 llSleep(EMAIL_PAUSE_TIME); 3488 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3115 } 3489 }
3116 3490
3117 public void llGetNextEmail(string address, string subject) 3491 public void llGetNextEmail(string address, string subject)
@@ -3313,6 +3687,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3313 3687
3314 protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) 3688 protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain)
3315 { 3689 {
3690 spinrate *= gain;
3316 part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate))); 3691 part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate)));
3317 } 3692 }
3318 3693
@@ -3355,15 +3730,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3355 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3730 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3356 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3731 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3357 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3732 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3733 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3358 ScriptBaseClass.PERMISSION_ATTACH; 3734 ScriptBaseClass.PERMISSION_ATTACH;
3359 3735
3360 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3736 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3361 { 3737 {
3362 lock (m_host.TaskInventory) 3738 m_host.TaskInventory.LockItemsForWrite(true);
3363 { 3739 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3364 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3740 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3365 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3741 m_host.TaskInventory.LockItemsForWrite(false);
3366 }
3367 3742
3368 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3743 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3369 "run_time_permissions", new Object[] { 3744 "run_time_permissions", new Object[] {
@@ -3373,28 +3748,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3373 return; 3748 return;
3374 } 3749 }
3375 } 3750 }
3376 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3751 else
3377 { 3752 {
3378 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3753 bool sitting = false;
3379 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3754 if (m_host.SitTargetAvatar == agentID)
3380 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3755 {
3381 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3756 sitting = true;
3382 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3757 }
3758 else
3759 {
3760 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3761 {
3762 if (p.SitTargetAvatar == agentID)
3763 sitting = true;
3764 }
3765 }
3383 3766
3384 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3767 if (sitting)
3385 { 3768 {
3386 lock (m_host.TaskInventory) 3769 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3770 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3771 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3772 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3773 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3774
3775 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3387 { 3776 {
3777 m_host.TaskInventory.LockItemsForWrite(true);
3388 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3778 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3389 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3779 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3390 } 3780 m_host.TaskInventory.LockItemsForWrite(false);
3391 3781
3392 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3782 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3393 "run_time_permissions", new Object[] { 3783 "run_time_permissions", new Object[] {
3394 new LSL_Integer(perm) }, 3784 new LSL_Integer(perm) },
3395 new DetectParams[0])); 3785 new DetectParams[0]));
3396 3786
3397 return; 3787 return;
3788 }
3398 } 3789 }
3399 } 3790 }
3400 3791
@@ -3431,11 +3822,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3431 3822
3432 if (!m_waitingForScriptAnswer) 3823 if (!m_waitingForScriptAnswer)
3433 { 3824 {
3434 lock (m_host.TaskInventory) 3825 m_host.TaskInventory.LockItemsForWrite(true);
3435 { 3826 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3436 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3827 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3437 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3828 m_host.TaskInventory.LockItemsForWrite(false);
3438 }
3439 3829
3440 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3830 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3441 m_waitingForScriptAnswer=true; 3831 m_waitingForScriptAnswer=true;
@@ -3464,14 +3854,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3464 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3854 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3465 llReleaseControls(); 3855 llReleaseControls();
3466 3856
3467 lock (m_host.TaskInventory) 3857 m_host.TaskInventory.LockItemsForWrite(true);
3468 { 3858 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3469 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3859 m_host.TaskInventory.LockItemsForWrite(false);
3470 } 3860
3471 3861 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3472 m_ScriptEngine.PostScriptEvent( 3862 "run_time_permissions", new Object[] {
3473 m_item.ItemID, 3863 new LSL_Integer(answer) },
3474 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3864 new DetectParams[0]));
3475 } 3865 }
3476 3866
3477 public LSL_String llGetPermissionsKey() 3867 public LSL_String llGetPermissionsKey()
@@ -3510,14 +3900,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3510 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3900 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3511 { 3901 {
3512 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3902 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3513 3903 if (parts.Count > 0)
3514 foreach (SceneObjectPart part in parts) 3904 {
3515 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3905 try
3906 {
3907 parts[0].ParentGroup.areUpdatesSuspended = true;
3908 foreach (SceneObjectPart part in parts)
3909 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3910 }
3911 finally
3912 {
3913 parts[0].ParentGroup.areUpdatesSuspended = false;
3914 }
3915 }
3516 } 3916 }
3517 3917
3518 public void llCreateLink(string target, int parent) 3918 public void llCreateLink(string target, int parent)
3519 { 3919 {
3520 m_host.AddScriptLPS(1); 3920 m_host.AddScriptLPS(1);
3921
3521 UUID targetID; 3922 UUID targetID;
3522 3923
3523 if (!UUID.TryParse(target, out targetID)) 3924 if (!UUID.TryParse(target, out targetID))
@@ -3623,10 +4024,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3623 // Restructuring Multiple Prims. 4024 // Restructuring Multiple Prims.
3624 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4025 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3625 parts.Remove(parentPrim.RootPart); 4026 parts.Remove(parentPrim.RootPart);
3626 foreach (SceneObjectPart part in parts) 4027 if (parts.Count > 0)
3627 { 4028 {
3628 parentPrim.DelinkFromGroup(part.LocalId, true); 4029 try
4030 {
4031 parts[0].ParentGroup.areUpdatesSuspended = true;
4032 foreach (SceneObjectPart part in parts)
4033 {
4034 parentPrim.DelinkFromGroup(part.LocalId, true);
4035 }
4036 }
4037 finally
4038 {
4039 parts[0].ParentGroup.areUpdatesSuspended = false;
4040 }
3629 } 4041 }
4042
3630 parentPrim.HasGroupChanged = true; 4043 parentPrim.HasGroupChanged = true;
3631 parentPrim.ScheduleGroupForFullUpdate(); 4044 parentPrim.ScheduleGroupForFullUpdate();
3632 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4045 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3635,12 +4048,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3635 { 4048 {
3636 SceneObjectPart newRoot = parts[0]; 4049 SceneObjectPart newRoot = parts[0];
3637 parts.Remove(newRoot); 4050 parts.Remove(newRoot);
3638 foreach (SceneObjectPart part in parts) 4051
4052 try
3639 { 4053 {
3640 // Required for linking 4054 parts[0].ParentGroup.areUpdatesSuspended = true;
3641 part.ClearUpdateSchedule(); 4055 foreach (SceneObjectPart part in parts)
3642 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4056 {
4057 part.ClearUpdateSchedule();
4058 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4059 }
3643 } 4060 }
4061 finally
4062 {
4063 parts[0].ParentGroup.areUpdatesSuspended = false;
4064 }
4065
4066
3644 newRoot.ParentGroup.HasGroupChanged = true; 4067 newRoot.ParentGroup.HasGroupChanged = true;
3645 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4068 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3646 } 4069 }
@@ -3660,6 +4083,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3660 public void llBreakAllLinks() 4083 public void llBreakAllLinks()
3661 { 4084 {
3662 m_host.AddScriptLPS(1); 4085 m_host.AddScriptLPS(1);
4086
4087 TaskInventoryItem item = m_item;
4088
4089 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4090 && !m_automaticLinkPermission)
4091 {
4092 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4093 return;
4094 }
4095
3663 SceneObjectGroup parentPrim = m_host.ParentGroup; 4096 SceneObjectGroup parentPrim = m_host.ParentGroup;
3664 if (parentPrim.AttachmentPoint != 0) 4097 if (parentPrim.AttachmentPoint != 0)
3665 return; // Fail silently if attached 4098 return; // Fail silently if attached
@@ -3679,25 +4112,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3679 public LSL_String llGetLinkKey(int linknum) 4112 public LSL_String llGetLinkKey(int linknum)
3680 { 4113 {
3681 m_host.AddScriptLPS(1); 4114 m_host.AddScriptLPS(1);
3682 List<UUID> keytable = new List<UUID>();
3683 // parse for sitting avatare-uuids
3684 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3685 {
3686 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3687 keytable.Add(presence.UUID);
3688 });
3689
3690 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3691 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3692 {
3693 return keytable[totalprims - linknum].ToString();
3694 }
3695
3696 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3697 {
3698 return m_host.UUID.ToString();
3699 }
3700
3701 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4115 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3702 if (part != null) 4116 if (part != null)
3703 { 4117 {
@@ -3705,6 +4119,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3705 } 4119 }
3706 else 4120 else
3707 { 4121 {
4122 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4123 {
4124 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4125
4126 if (linknum < 0)
4127 return UUID.Zero.ToString();
4128
4129 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4130 if (avatars.Count > linknum)
4131 {
4132 return avatars[linknum].UUID.ToString();
4133 }
4134 }
3708 return UUID.Zero.ToString(); 4135 return UUID.Zero.ToString();
3709 } 4136 }
3710 } 4137 }
@@ -3804,17 +4231,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3804 m_host.AddScriptLPS(1); 4231 m_host.AddScriptLPS(1);
3805 int count = 0; 4232 int count = 0;
3806 4233
3807 lock (m_host.TaskInventory) 4234 m_host.TaskInventory.LockItemsForRead(true);
4235 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3808 { 4236 {
3809 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4237 if (inv.Value.Type == type || type == -1)
3810 { 4238 {
3811 if (inv.Value.Type == type || type == -1) 4239 count = count + 1;
3812 {
3813 count = count + 1;
3814 }
3815 } 4240 }
3816 } 4241 }
3817 4242
4243 m_host.TaskInventory.LockItemsForRead(false);
3818 return count; 4244 return count;
3819 } 4245 }
3820 4246
@@ -3823,16 +4249,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3823 m_host.AddScriptLPS(1); 4249 m_host.AddScriptLPS(1);
3824 ArrayList keys = new ArrayList(); 4250 ArrayList keys = new ArrayList();
3825 4251
3826 lock (m_host.TaskInventory) 4252 m_host.TaskInventory.LockItemsForRead(true);
4253 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3827 { 4254 {
3828 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4255 if (inv.Value.Type == type || type == -1)
3829 { 4256 {
3830 if (inv.Value.Type == type || type == -1) 4257 keys.Add(inv.Value.Name);
3831 {
3832 keys.Add(inv.Value.Name);
3833 }
3834 } 4258 }
3835 } 4259 }
4260 m_host.TaskInventory.LockItemsForRead(false);
3836 4261
3837 if (keys.Count == 0) 4262 if (keys.Count == 0)
3838 { 4263 {
@@ -3870,7 +4295,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3870 if (item == null) 4295 if (item == null)
3871 { 4296 {
3872 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4297 llSay(0, String.Format("Could not find object '{0}'", inventory));
3873 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4298 return;
4299// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3874 } 4300 }
3875 4301
3876 UUID objId = item.ItemID; 4302 UUID objId = item.ItemID;
@@ -3898,34 +4324,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3898 return; 4324 return;
3899 } 4325 }
3900 } 4326 }
4327
3901 // destination is an avatar 4328 // destination is an avatar
3902 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4329 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3903 4330
3904 if (agentItem == null) 4331 if (agentItem == null)
3905 return; 4332 return;
3906 4333
3907 byte[] bucket = new byte[17]; 4334 byte[] bucket = new byte[1];
3908 bucket[0] = (byte)item.Type; 4335 bucket[0] = (byte)item.Type;
3909 byte[] objBytes = agentItem.ID.GetBytes(); 4336 //byte[] objBytes = agentItem.ID.GetBytes();
3910 Array.Copy(objBytes, 0, bucket, 1, 16); 4337 //Array.Copy(objBytes, 0, bucket, 1, 16);
3911 4338
3912 GridInstantMessage msg = new GridInstantMessage(World, 4339 GridInstantMessage msg = new GridInstantMessage(World,
3913 m_host.UUID, m_host.Name + ", an object owned by " + 4340 m_host.OwnerID, m_host.Name, destId,
3914 resolveName(m_host.OwnerID) + ",", destId,
3915 (byte)InstantMessageDialog.TaskInventoryOffered, 4341 (byte)InstantMessageDialog.TaskInventoryOffered,
3916 false, item.Name + "\n" + m_host.Name + " is located at " + 4342 false, item.Name+". "+m_host.Name+" is located at "+
3917 World.RegionInfo.RegionName+" "+ 4343 World.RegionInfo.RegionName+" "+
3918 m_host.AbsolutePosition.ToString(), 4344 m_host.AbsolutePosition.ToString(),
3919 agentItem.ID, true, m_host.AbsolutePosition, 4345 agentItem.ID, true, m_host.AbsolutePosition,
3920 bucket); 4346 bucket);
3921 4347
3922 if (m_TransferModule != null) 4348 ScenePresence sp;
3923 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
3924 4349
4350 if (World.TryGetScenePresence(destId, out sp))
4351 {
4352 sp.ControllingClient.SendInstantMessage(msg);
4353 }
4354 else
4355 {
4356 if (m_TransferModule != null)
4357 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4358 }
4359
4360 //This delay should only occur when giving inventory to avatars.
3925 ScriptSleep(3000); 4361 ScriptSleep(3000);
3926 } 4362 }
3927 } 4363 }
3928 4364
4365 [DebuggerNonUserCode]
3929 public void llRemoveInventory(string name) 4366 public void llRemoveInventory(string name)
3930 { 4367 {
3931 m_host.AddScriptLPS(1); 4368 m_host.AddScriptLPS(1);
@@ -3971,109 +4408,115 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3971 { 4408 {
3972 m_host.AddScriptLPS(1); 4409 m_host.AddScriptLPS(1);
3973 4410
3974 UUID uuid = (UUID)id; 4411 UUID uuid;
3975 PresenceInfo pinfo = null; 4412 if (UUID.TryParse(id, out uuid))
3976 UserAccount account;
3977
3978 UserInfoCacheEntry ce;
3979 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3980 { 4413 {
3981 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4414 PresenceInfo pinfo = null;
3982 if (account == null) 4415 UserAccount account;
4416
4417 UserInfoCacheEntry ce;
4418 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3983 { 4419 {
3984 m_userInfoCache[uuid] = null; // Cache negative 4420 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
3985 return UUID.Zero.ToString(); 4421 if (account == null)
3986 } 4422 {
4423 m_userInfoCache[uuid] = null; // Cache negative
4424 return UUID.Zero.ToString();
4425 }
3987 4426
3988 4427
3989 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4428 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3990 if (pinfos != null && pinfos.Length > 0) 4429 if (pinfos != null && pinfos.Length > 0)
3991 {
3992 foreach (PresenceInfo p in pinfos)
3993 { 4430 {
3994 if (p.RegionID != UUID.Zero) 4431 foreach (PresenceInfo p in pinfos)
3995 { 4432 {
3996 pinfo = p; 4433 if (p.RegionID != UUID.Zero)
4434 {
4435 pinfo = p;
4436 }
3997 } 4437 }
3998 } 4438 }
3999 }
4000 4439
4001 ce = new UserInfoCacheEntry(); 4440 ce = new UserInfoCacheEntry();
4002 ce.time = Util.EnvironmentTickCount(); 4441 ce.time = Util.EnvironmentTickCount();
4003 ce.account = account; 4442 ce.account = account;
4004 ce.pinfo = pinfo; 4443 ce.pinfo = pinfo;
4005 } 4444 m_userInfoCache[uuid] = ce;
4006 else 4445 }
4007 { 4446 else
4008 if (ce == null) 4447 {
4009 return UUID.Zero.ToString(); 4448 if (ce == null)
4449 return UUID.Zero.ToString();
4010 4450
4011 account = ce.account; 4451 account = ce.account;
4012 pinfo = ce.pinfo; 4452 pinfo = ce.pinfo;
4013 } 4453 }
4014 4454
4015 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4455 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4016 {
4017 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4018 if (pinfos != null && pinfos.Length > 0)
4019 { 4456 {
4020 foreach (PresenceInfo p in pinfos) 4457 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4458 if (pinfos != null && pinfos.Length > 0)
4021 { 4459 {
4022 if (p.RegionID != UUID.Zero) 4460 foreach (PresenceInfo p in pinfos)
4023 { 4461 {
4024 pinfo = p; 4462 if (p.RegionID != UUID.Zero)
4463 {
4464 pinfo = p;
4465 }
4025 } 4466 }
4026 } 4467 }
4027 } 4468 else
4028 else 4469 pinfo = null;
4029 pinfo = null;
4030 4470
4031 ce.time = Util.EnvironmentTickCount(); 4471 ce.time = Util.EnvironmentTickCount();
4032 ce.pinfo = pinfo; 4472 ce.pinfo = pinfo;
4033 } 4473 }
4034 4474
4035 string reply = String.Empty; 4475 string reply = String.Empty;
4036 4476
4037 switch (data) 4477 switch (data)
4038 { 4478 {
4039 case 1: // DATA_ONLINE (0|1) 4479 case 1: // DATA_ONLINE (0|1)
4040 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4480 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4041 reply = "1"; 4481 reply = "1";
4042 else 4482 else
4043 reply = "0"; 4483 reply = "0";
4044 break; 4484 break;
4045 case 2: // DATA_NAME (First Last) 4485 case 2: // DATA_NAME (First Last)
4046 reply = account.FirstName + " " + account.LastName; 4486 reply = account.FirstName + " " + account.LastName;
4047 break; 4487 break;
4048 case 3: // DATA_BORN (YYYY-MM-DD) 4488 case 3: // DATA_BORN (YYYY-MM-DD)
4049 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4489 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4050 born = born.AddSeconds(account.Created); 4490 born = born.AddSeconds(account.Created);
4051 reply = born.ToString("yyyy-MM-dd"); 4491 reply = born.ToString("yyyy-MM-dd");
4052 break; 4492 break;
4053 case 4: // DATA_RATING (0,0,0,0,0,0) 4493 case 4: // DATA_RATING (0,0,0,0,0,0)
4054 reply = "0,0,0,0,0,0"; 4494 reply = "0,0,0,0,0,0";
4055 break; 4495 break;
4056 case 7: // DATA_USERLEVEL (integer) 4496 case 8: // DATA_PAYINFO (0|1|2|3)
4057 reply = account.UserLevel.ToString(); 4497 reply = "0";
4058 break; 4498 break;
4059 case 8: // DATA_PAYINFO (0|1|2|3) 4499 default:
4060 reply = "0"; 4500 return UUID.Zero.ToString(); // Raise no event
4061 break; 4501 }
4062 default:
4063 return UUID.Zero.ToString(); // Raise no event
4064 }
4065 4502
4066 UUID rq = UUID.Random(); 4503 UUID rq = UUID.Random();
4067 4504
4068 UUID tid = AsyncCommands. 4505 UUID tid = AsyncCommands.
4069 DataserverPlugin.RegisterRequest(m_host.LocalId, 4506 DataserverPlugin.RegisterRequest(m_host.LocalId,
4070 m_item.ItemID, rq.ToString()); 4507 m_item.ItemID, rq.ToString());
4071 4508
4072 AsyncCommands. 4509 AsyncCommands.
4073 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4510 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4074 4511
4075 ScriptSleep(100); 4512 ScriptSleep(100);
4076 return tid.ToString(); 4513 return tid.ToString();
4514 }
4515 else
4516 {
4517 ShoutError("Invalid UUID passed to llRequestAgentData.");
4518 }
4519 return "";
4077 } 4520 }
4078 4521
4079 public LSL_String llRequestInventoryData(string name) 4522 public LSL_String llRequestInventoryData(string name)
@@ -4130,13 +4573,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4130 if (UUID.TryParse(agent, out agentId)) 4573 if (UUID.TryParse(agent, out agentId))
4131 { 4574 {
4132 ScenePresence presence = World.GetScenePresence(agentId); 4575 ScenePresence presence = World.GetScenePresence(agentId);
4133 if (presence != null) 4576 if (presence != null && presence.PresenceType != PresenceType.Npc)
4134 { 4577 {
4578 // agent must not be a god
4579 if (presence.UserLevel >= 200) return;
4580
4135 // agent must be over the owners land 4581 // agent must be over the owners land
4136 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4582 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4137 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4583 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4138 { 4584 {
4139 World.TeleportClientHome(agentId, presence.ControllingClient); 4585 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4586 {
4587 // They can't be teleported home for some reason
4588 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4589 if (regionInfo != null)
4590 {
4591 World.RequestTeleportLocation(
4592 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4593 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4594 }
4595 }
4140 } 4596 }
4141 } 4597 }
4142 } 4598 }
@@ -4248,7 +4704,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4248 UUID av = new UUID(); 4704 UUID av = new UUID();
4249 if (!UUID.TryParse(agent,out av)) 4705 if (!UUID.TryParse(agent,out av))
4250 { 4706 {
4251 LSLError("First parameter to llDialog needs to be a key"); 4707 //LSLError("First parameter to llDialog needs to be a key");
4252 return; 4708 return;
4253 } 4709 }
4254 4710
@@ -4280,7 +4736,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4280 public void llCollisionSound(string impact_sound, double impact_volume) 4736 public void llCollisionSound(string impact_sound, double impact_volume)
4281 { 4737 {
4282 m_host.AddScriptLPS(1); 4738 m_host.AddScriptLPS(1);
4283 4739
4740 if(impact_sound == "")
4741 {
4742 m_host.CollisionSoundVolume = (float)impact_volume;
4743 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4744 m_host.CollisionSoundType = 0;
4745 return;
4746 }
4284 // TODO: Parameter check logic required. 4747 // TODO: Parameter check logic required.
4285 UUID soundId = UUID.Zero; 4748 UUID soundId = UUID.Zero;
4286 if (!UUID.TryParse(impact_sound, out soundId)) 4749 if (!UUID.TryParse(impact_sound, out soundId))
@@ -4293,6 +4756,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4293 4756
4294 m_host.CollisionSound = soundId; 4757 m_host.CollisionSound = soundId;
4295 m_host.CollisionSoundVolume = (float)impact_volume; 4758 m_host.CollisionSoundVolume = (float)impact_volume;
4759 m_host.CollisionSoundType = 1;
4296 } 4760 }
4297 4761
4298 public LSL_String llGetAnimation(string id) 4762 public LSL_String llGetAnimation(string id)
@@ -4306,14 +4770,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4306 4770
4307 if (m_host.RegionHandle == presence.RegionHandle) 4771 if (m_host.RegionHandle == presence.RegionHandle)
4308 { 4772 {
4309 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4310
4311 if (presence != null) 4773 if (presence != null)
4312 { 4774 {
4313 AnimationSet currentAnims = presence.Animator.Animations; 4775 if (presence.SitGround)
4314 string currentAnimationState = String.Empty; 4776 return "Sitting on Ground";
4315 if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) 4777 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4316 return currentAnimationState; 4778 return "Sitting";
4779
4780 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4781 string lslMovementAnimation;
4782
4783 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4784 return lslMovementAnimation;
4317 } 4785 }
4318 } 4786 }
4319 4787
@@ -4460,7 +4928,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4460 { 4928 {
4461 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4929 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4462 float distance_term = distance * distance * distance; // Script Energy 4930 float distance_term = distance * distance * distance; // Script Energy
4463 float pusher_mass = m_host.GetMass(); 4931 // use total object mass and not part
4932 float pusher_mass = m_host.ParentGroup.GetMass();
4464 4933
4465 float PUSH_ATTENUATION_DISTANCE = 17f; 4934 float PUSH_ATTENUATION_DISTANCE = 17f;
4466 float PUSH_ATTENUATION_SCALE = 5f; 4935 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4710,6 +5179,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4710 { 5179 {
4711 return item.AssetID.ToString(); 5180 return item.AssetID.ToString();
4712 } 5181 }
5182 m_host.TaskInventory.LockItemsForRead(false);
4713 5183
4714 return UUID.Zero.ToString(); 5184 return UUID.Zero.ToString();
4715 } 5185 }
@@ -4843,7 +5313,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4843 public LSL_Vector llGetCenterOfMass() 5313 public LSL_Vector llGetCenterOfMass()
4844 { 5314 {
4845 m_host.AddScriptLPS(1); 5315 m_host.AddScriptLPS(1);
4846 Vector3 center = m_host.GetGeometricCenter(); 5316 Vector3 center = m_host.GetCenterOfMass();
4847 return new LSL_Vector(center.X,center.Y,center.Z); 5317 return new LSL_Vector(center.X,center.Y,center.Z);
4848 } 5318 }
4849 5319
@@ -4862,14 +5332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4862 { 5332 {
4863 m_host.AddScriptLPS(1); 5333 m_host.AddScriptLPS(1);
4864 5334
4865 if (src == null) 5335 return src.Length;
4866 {
4867 return 0;
4868 }
4869 else
4870 {
4871 return src.Length;
4872 }
4873 } 5336 }
4874 5337
4875 public LSL_Integer llList2Integer(LSL_List src, int index) 5338 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4915,7 +5378,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4915 else if (src.Data[index] is LSL_Float) 5378 else if (src.Data[index] is LSL_Float)
4916 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5379 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4917 else if (src.Data[index] is LSL_String) 5380 else if (src.Data[index] is LSL_String)
4918 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5381 {
5382 string str = ((LSL_String) src.Data[index]).m_string;
5383 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5384 if (m != Match.Empty)
5385 {
5386 str = m.Value;
5387 double d = 0.0;
5388 if (!Double.TryParse(str, out d))
5389 return 0.0;
5390
5391 return d;
5392 }
5393 return 0.0;
5394 }
4919 return Convert.ToDouble(src.Data[index]); 5395 return Convert.ToDouble(src.Data[index]);
4920 } 5396 }
4921 catch (FormatException) 5397 catch (FormatException)
@@ -5188,7 +5664,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5188 } 5664 }
5189 } 5665 }
5190 } 5666 }
5191 else { 5667 else
5668 {
5192 object[] array = new object[src.Length]; 5669 object[] array = new object[src.Length];
5193 Array.Copy(src.Data, 0, array, 0, src.Length); 5670 Array.Copy(src.Data, 0, array, 0, src.Length);
5194 result = new LSL_List(array); 5671 result = new LSL_List(array);
@@ -5295,7 +5772,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5295 public LSL_Integer llGetRegionAgentCount() 5772 public LSL_Integer llGetRegionAgentCount()
5296 { 5773 {
5297 m_host.AddScriptLPS(1); 5774 m_host.AddScriptLPS(1);
5298 return new LSL_Integer(World.GetRootAgentCount()); 5775
5776 int count = 0;
5777 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5778 count++;
5779 });
5780
5781 return new LSL_Integer(count);
5299 } 5782 }
5300 5783
5301 public LSL_Vector llGetRegionCorner() 5784 public LSL_Vector llGetRegionCorner()
@@ -5575,6 +6058,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5575 flags |= ScriptBaseClass.AGENT_SITTING; 6058 flags |= ScriptBaseClass.AGENT_SITTING;
5576 } 6059 }
5577 6060
6061 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6062 {
6063 flags |= ScriptBaseClass.AGENT_MALE;
6064 }
6065
5578 return flags; 6066 return flags;
5579 } 6067 }
5580 6068
@@ -5721,10 +6209,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5721 m_host.AddScriptLPS(1); 6209 m_host.AddScriptLPS(1);
5722 6210
5723 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6211 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5724 6212 if (parts.Count > 0)
5725 foreach (var part in parts)
5726 { 6213 {
5727 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6214 try
6215 {
6216 parts[0].ParentGroup.areUpdatesSuspended = true;
6217 foreach (var part in parts)
6218 {
6219 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6220 }
6221 }
6222 finally
6223 {
6224 parts[0].ParentGroup.areUpdatesSuspended = false;
6225 }
5728 } 6226 }
5729 } 6227 }
5730 6228
@@ -5776,13 +6274,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5776 6274
5777 if (m_host.OwnerID == land.LandData.OwnerID) 6275 if (m_host.OwnerID == land.LandData.OwnerID)
5778 { 6276 {
5779 World.TeleportClientHome(agentID, presence.ControllingClient); 6277 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6278 presence.TeleportWithMomentum(pos, null);
6279 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5780 } 6280 }
5781 } 6281 }
5782 } 6282 }
5783 ScriptSleep(5000); 6283 ScriptSleep(5000);
5784 } 6284 }
5785 6285
6286 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6287 {
6288 return ParseString2List(str, separators, in_spacers, false);
6289 }
6290
5786 public LSL_Integer llOverMyLand(string id) 6291 public LSL_Integer llOverMyLand(string id)
5787 { 6292 {
5788 m_host.AddScriptLPS(1); 6293 m_host.AddScriptLPS(1);
@@ -5847,8 +6352,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5847 UUID agentId = new UUID(); 6352 UUID agentId = new UUID();
5848 if (!UUID.TryParse(agent, out agentId)) 6353 if (!UUID.TryParse(agent, out agentId))
5849 return new LSL_Integer(0); 6354 return new LSL_Integer(0);
6355 if (agentId == m_host.GroupID)
6356 return new LSL_Integer(1);
5850 ScenePresence presence = World.GetScenePresence(agentId); 6357 ScenePresence presence = World.GetScenePresence(agentId);
5851 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6358 if (presence == null || presence.IsChildAgent) // Return false for child agents
5852 return new LSL_Integer(0); 6359 return new LSL_Integer(0);
5853 IClientAPI client = presence.ControllingClient; 6360 IClientAPI client = presence.ControllingClient;
5854 if (m_host.GroupID == client.ActiveGroupId) 6361 if (m_host.GroupID == client.ActiveGroupId)
@@ -5983,7 +6490,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5983 return m_host.ParentGroup.AttachmentPoint; 6490 return m_host.ParentGroup.AttachmentPoint;
5984 } 6491 }
5985 6492
5986 public LSL_Integer llGetFreeMemory() 6493 public virtual LSL_Integer llGetFreeMemory()
5987 { 6494 {
5988 m_host.AddScriptLPS(1); 6495 m_host.AddScriptLPS(1);
5989 // Make scripts designed for LSO happy 6496 // Make scripts designed for LSO happy
@@ -6100,7 +6607,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6100 SetParticleSystem(m_host, rules); 6607 SetParticleSystem(m_host, rules);
6101 } 6608 }
6102 6609
6103 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6610 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6611 {
6104 6612
6105 6613
6106 if (rules.Length == 0) 6614 if (rules.Length == 0)
@@ -6328,17 +6836,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6328 if (folderID == UUID.Zero) 6836 if (folderID == UUID.Zero)
6329 return; 6837 return;
6330 6838
6331 byte[] bucket = new byte[17]; 6839 byte[] bucket = new byte[1];
6332 bucket[0] = (byte)AssetType.Folder; 6840 bucket[0] = (byte)AssetType.Folder;
6333 byte[] objBytes = folderID.GetBytes(); 6841 //byte[] objBytes = folderID.GetBytes();
6334 Array.Copy(objBytes, 0, bucket, 1, 16); 6842 //Array.Copy(objBytes, 0, bucket, 1, 16);
6335 6843
6336 GridInstantMessage msg = new GridInstantMessage(World, 6844 GridInstantMessage msg = new GridInstantMessage(World,
6337 m_host.UUID, m_host.Name + ", an object owned by " + 6845 m_host.OwnerID, m_host.Name, destID,
6338 resolveName(m_host.OwnerID) + ",", destID, 6846 (byte)InstantMessageDialog.TaskInventoryOffered,
6339 (byte)InstantMessageDialog.InventoryOffered, 6847 false, category+". "+m_host.Name+" is located at "+
6340 false, category + "\n" + m_host.Name + " is located at " + 6848 World.RegionInfo.RegionName+" "+
6341 World.RegionInfo.RegionName + " " +
6342 m_host.AbsolutePosition.ToString(), 6849 m_host.AbsolutePosition.ToString(),
6343 folderID, true, m_host.AbsolutePosition, 6850 folderID, true, m_host.AbsolutePosition,
6344 bucket); 6851 bucket);
@@ -6418,7 +6925,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6418 { 6925 {
6419 // LSL quaternions can normalize to 0, normal Quaternions can't. 6926 // LSL quaternions can normalize to 0, normal Quaternions can't.
6420 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 6927 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
6421 rot.z = 1; // ZERO_ROTATION = 0,0,0,1 6928 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
6422 6929
6423 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); 6930 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
6424 part.SitTargetOrientation = Rot2Quaternion(rot); 6931 part.SitTargetOrientation = Rot2Quaternion(rot);
@@ -6575,13 +7082,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6575 UUID av = new UUID(); 7082 UUID av = new UUID();
6576 if (!UUID.TryParse(avatar,out av)) 7083 if (!UUID.TryParse(avatar,out av))
6577 { 7084 {
6578 LSLError("First parameter to llDialog needs to be a key"); 7085 //LSLError("First parameter to llDialog needs to be a key");
6579 return; 7086 return;
6580 } 7087 }
6581 if (buttons.Length < 1) 7088 if (buttons.Length < 1)
6582 { 7089 {
6583 LSLError("No less than 1 button can be shown"); 7090 buttons.Add("OK");
6584 return;
6585 } 7091 }
6586 if (buttons.Length > 12) 7092 if (buttons.Length > 12)
6587 { 7093 {
@@ -6598,7 +7104,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6598 } 7104 }
6599 if (buttons.Data[i].ToString().Length > 24) 7105 if (buttons.Data[i].ToString().Length > 24)
6600 { 7106 {
6601 LSLError("button label cannot be longer than 24 characters"); 7107 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6602 return; 7108 return;
6603 } 7109 }
6604 buts[i] = buttons.Data[i].ToString(); 7110 buts[i] = buttons.Data[i].ToString();
@@ -6665,9 +7171,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6665 return; 7171 return;
6666 } 7172 }
6667 7173
6668 // the rest of the permission checks are done in RezScript, so check the pin there as well 7174 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6669 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param); 7175 if (dest != null)
7176 {
7177 if ((item.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7178 {
7179 // the rest of the permission checks are done in RezScript, so check the pin there as well
7180 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param);
6670 7181
7182 if ((item.BasePermissions & (uint)PermissionMask.Copy) == 0)
7183 m_host.Inventory.RemoveInventoryItem(item.ItemID);
7184 }
7185 }
6671 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7186 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6672 ScriptSleep(3000); 7187 ScriptSleep(3000);
6673 } 7188 }
@@ -6730,19 +7245,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6730 public LSL_String llMD5String(string src, int nonce) 7245 public LSL_String llMD5String(string src, int nonce)
6731 { 7246 {
6732 m_host.AddScriptLPS(1); 7247 m_host.AddScriptLPS(1);
6733 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7248 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6734 } 7249 }
6735 7250
6736 public LSL_String llSHA1String(string src) 7251 public LSL_String llSHA1String(string src)
6737 { 7252 {
6738 m_host.AddScriptLPS(1); 7253 m_host.AddScriptLPS(1);
6739 return Util.SHA1Hash(src).ToLower(); 7254 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6740 } 7255 }
6741 7256
6742 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7257 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6743 { 7258 {
6744 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7259 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6745 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7260 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7261 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7262 return shapeBlock;
6746 7263
6747 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7264 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6748 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7265 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6847,6 +7364,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6847 // Prim type box, cylinder and prism. 7364 // Prim type box, cylinder and prism.
6848 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) 7365 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)
6849 { 7366 {
7367 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7368 return;
7369
6850 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7370 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6851 ObjectShapePacket.ObjectDataBlock shapeBlock; 7371 ObjectShapePacket.ObjectDataBlock shapeBlock;
6852 7372
@@ -6900,6 +7420,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6900 // Prim type sphere. 7420 // Prim type sphere.
6901 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7421 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6902 { 7422 {
7423 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7424 return;
7425
6903 ObjectShapePacket.ObjectDataBlock shapeBlock; 7426 ObjectShapePacket.ObjectDataBlock shapeBlock;
6904 7427
6905 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7428 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6941,6 +7464,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6941 // Prim type torus, tube and ring. 7464 // Prim type torus, tube and ring.
6942 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) 7465 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)
6943 { 7466 {
7467 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7468 return;
7469
6944 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7470 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6945 ObjectShapePacket.ObjectDataBlock shapeBlock; 7471 ObjectShapePacket.ObjectDataBlock shapeBlock;
6946 7472
@@ -7076,6 +7602,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7076 // Prim type sculpt. 7602 // Prim type sculpt.
7077 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7603 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7078 { 7604 {
7605 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7606 return;
7607
7079 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7608 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7080 UUID sculptId; 7609 UUID sculptId;
7081 7610
@@ -7100,7 +7629,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7100 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7629 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7101 { 7630 {
7102 // default 7631 // default
7103 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7632 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7104 } 7633 }
7105 7634
7106 part.Shape.SetSculptProperties((byte)type, sculptId); 7635 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7116,34 +7645,315 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7116 ScriptSleep(200); 7645 ScriptSleep(200);
7117 } 7646 }
7118 7647
7119 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7648 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7120 { 7649 {
7121 m_host.AddScriptLPS(1); 7650 m_host.AddScriptLPS(1);
7122 7651
7123 setLinkPrimParams(linknumber, rules); 7652 setLinkPrimParams(linknumber, rules);
7653 }
7654
7655 private void setLinkPrimParams(int linknumber, LSL_List rules)
7656 {
7657 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7658 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7659 if (parts.Count>0)
7660 {
7661 try
7662 {
7663 parts[0].ParentGroup.areUpdatesSuspended = true;
7664 foreach (SceneObjectPart part in parts)
7665 SetPrimParams(part, rules);
7666 }
7667 finally
7668 {
7669 parts[0].ParentGroup.areUpdatesSuspended = false;
7670 }
7671 }
7672 if (avatars.Count > 0)
7673 {
7674 foreach (ScenePresence avatar in avatars)
7675 SetPrimParams(avatar, rules);
7676 }
7677 }
7678
7679 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7680 float material_density, float material_friction,
7681 float material_restitution, float material_gravity_modifier)
7682 {
7683 ExtraPhysicsData physdata = new ExtraPhysicsData();
7684 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7685 physdata.Density = part.Density;
7686 physdata.Friction = part.Friction;
7687 physdata.Bounce = part.Bounciness;
7688 physdata.GravitationModifier = part.GravityModifier;
7124 7689
7690 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7691 physdata.Density = material_density;
7692 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7693 physdata.Friction = material_friction;
7694 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7695 physdata.Bounce = material_restitution;
7696 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7697 physdata.GravitationModifier = material_gravity_modifier;
7698
7699 part.UpdateExtraPhysics(physdata);
7700 }
7701
7702 public void llSetPhysicsMaterial(int material_bits,
7703 float material_gravity_modifier, float material_restitution,
7704 float material_friction, float material_density)
7705 {
7706 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7707 }
7708
7709 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7710 {
7711 llSetLinkPrimitiveParamsFast(linknumber, rules);
7125 ScriptSleep(200); 7712 ScriptSleep(200);
7126 } 7713 }
7127 7714
7128 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7715 // vector up using libomv (c&p from sop )
7716 // vector up rotated by r
7717 private Vector3 Zrot(Quaternion r)
7129 { 7718 {
7130 m_host.AddScriptLPS(1); 7719 double x, y, z, m;
7131 7720
7132 setLinkPrimParams(linknumber, rules); 7721 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7722 if (Math.Abs(1.0 - m) > 0.000001)
7723 {
7724 m = 1.0 / Math.Sqrt(m);
7725 r.X *= (float)m;
7726 r.Y *= (float)m;
7727 r.Z *= (float)m;
7728 r.W *= (float)m;
7729 }
7730
7731 x = 2 * (r.X * r.Z + r.Y * r.W);
7732 y = 2 * (-r.X * r.W + r.Y * r.Z);
7733 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7734
7735 return new Vector3((float)x, (float)y, (float)z);
7133 } 7736 }
7134 7737
7135 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7738 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7136 { 7739 {
7137 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7740 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7138 7741
7139 foreach (SceneObjectPart part in parts) 7742 int idx = 0;
7140 SetPrimParams(part, rules); 7743 SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
7744
7745 bool positionChanged = false;
7746 Vector3 finalPos = Vector3.Zero;
7747
7748 try
7749 {
7750 while (idx < rules.Length)
7751 {
7752 int code = rules.GetLSLIntegerItem(idx++);
7753
7754 int remain = rules.Length - idx;
7755
7756 switch (code)
7757 {
7758 // a avatar is a child
7759 case (int)ScriptBaseClass.PRIM_POSITION:
7760 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7761 {
7762 if (remain < 1)
7763 return;
7764 LSL_Vector v;
7765 v = rules.GetVector3Item(idx++);
7766
7767 if (sitpart == null)
7768 break;
7769
7770 Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
7771
7772 if (sitpart != sitpart.ParentGroup.RootPart)
7773 {
7774 pos -= sitpart.OffsetPosition; // remove sit part offset
7775 Quaternion rot = sitpart.RotationOffset;
7776 pos *= Quaternion.Conjugate(rot); // removed sit part rotation
7777 }
7778 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
7779 pos += sitOffset;
7780
7781 finalPos = pos;
7782 positionChanged = true;
7783 }
7784 break;
7785
7786 case (int)ScriptBaseClass.PRIM_ROTATION:
7787 {
7788 if (remain < 1)
7789 return;
7790
7791 if (sitpart == null)
7792 break;
7793
7794 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7795 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
7796
7797// need to replicate SL bug
7798 SceneObjectGroup sitgrp = sitpart.ParentGroup;
7799 if (sitgrp != null && sitgrp.RootPart != sitpart)
7800 {
7801 rot = sitgrp.RootPart.RotationOffset * rot;
7802 }
7803
7804 Quaternion srot = sitpart.RotationOffset;
7805 rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
7806 av.Rotation = rot;
7807// av.SendAvatarDataToAllAgents();
7808 av.SendTerseUpdateToAllClients();
7809 }
7810 break;
7811
7812 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7813 {
7814 if (remain < 1)
7815 return;
7816
7817 if (sitpart == null)
7818 break;
7819
7820 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7821 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
7822 if (sitpart != sitpart.ParentGroup.RootPart)
7823 {
7824 Quaternion srot = sitpart.RotationOffset;
7825 rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
7826 }
7827 av.Rotation = rot;
7828// av.SendAvatarDataToAllAgents();
7829 av.SendTerseUpdateToAllClients();
7830 }
7831 break;
7832
7833 // parse rest doing nothing but number of parameters error check
7834 case (int)ScriptBaseClass.PRIM_SIZE:
7835 case (int)ScriptBaseClass.PRIM_MATERIAL:
7836 case (int)ScriptBaseClass.PRIM_PHANTOM:
7837 case (int)ScriptBaseClass.PRIM_PHYSICS:
7838 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7839 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7840 case (int)ScriptBaseClass.PRIM_NAME:
7841 case (int)ScriptBaseClass.PRIM_DESC:
7842 if (remain < 1)
7843 return;
7844 idx++;
7845 break;
7846
7847 case (int)ScriptBaseClass.PRIM_GLOW:
7848 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7849 case (int)ScriptBaseClass.PRIM_TEXGEN:
7850 if (remain < 2)
7851 return;
7852 idx += 2;
7853 break;
7854
7855 case (int)ScriptBaseClass.PRIM_TYPE:
7856 if (remain < 3)
7857 return;
7858 code = (int)rules.GetLSLIntegerItem(idx++);
7859 remain = rules.Length - idx;
7860 switch (code)
7861 {
7862 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7863 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7864 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7865 if (remain < 6)
7866 return;
7867 idx += 6;
7868 break;
7869
7870 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7871 if (remain < 5)
7872 return;
7873 idx += 5;
7874 break;
7875
7876 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7877 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7878 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7879 if (remain < 11)
7880 return;
7881 idx += 11;
7882 break;
7883
7884 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7885 if (remain < 2)
7886 return;
7887 idx += 2;
7888 break;
7889 }
7890 break;
7891
7892 case (int)ScriptBaseClass.PRIM_COLOR:
7893 case (int)ScriptBaseClass.PRIM_TEXT:
7894 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7895 case (int)ScriptBaseClass.PRIM_OMEGA:
7896 if (remain < 3)
7897 return;
7898 idx += 3;
7899 break;
7900
7901 case (int)ScriptBaseClass.PRIM_TEXTURE:
7902 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
7903 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
7904 if (remain < 5)
7905 return;
7906 idx += 5;
7907 break;
7908
7909 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
7910 if (remain < 7)
7911 return;
7912
7913 idx += 7;
7914 break;
7915
7916 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7917 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7918 return;
7919
7920 if (positionChanged)
7921 {
7922 positionChanged = false;
7923 av.OffsetPosition = finalPos;
7924// av.SendAvatarDataToAllAgents();
7925 av.SendTerseUpdateToAllClients();
7926 }
7927
7928 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7929 LSL_List new_rules = rules.GetSublist(idx, -1);
7930 setLinkPrimParams((int)new_linknumber, new_rules);
7931 return;
7932 }
7933 }
7934 }
7935
7936 finally
7937 {
7938 if (positionChanged)
7939 {
7940 av.OffsetPosition = finalPos;
7941// av.SendAvatarDataToAllAgents();
7942 av.SendTerseUpdateToAllClients();
7943 positionChanged = false;
7944 }
7945 }
7141 } 7946 }
7142 7947
7143 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7948 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7144 { 7949 {
7950 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7951 return;
7952
7145 int idx = 0; 7953 int idx = 0;
7146 7954
7955 SceneObjectGroup parentgrp = part.ParentGroup;
7956
7147 bool positionChanged = false; 7957 bool positionChanged = false;
7148 LSL_Vector currentPosition = GetPartLocalPos(part); 7958 LSL_Vector currentPosition = GetPartLocalPos(part);
7149 7959
@@ -7166,8 +7976,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7166 return; 7976 return;
7167 7977
7168 v=rules.GetVector3Item(idx++); 7978 v=rules.GetVector3Item(idx++);
7169 positionChanged = true;
7170 currentPosition = GetSetPosTarget(part, v, currentPosition); 7979 currentPosition = GetSetPosTarget(part, v, currentPosition);
7980 positionChanged = true;
7171 7981
7172 break; 7982 break;
7173 case (int)ScriptBaseClass.PRIM_SIZE: 7983 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7183,8 +7993,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7183 return; 7993 return;
7184 7994
7185 LSL_Rotation q = rules.GetQuaternionItem(idx++); 7995 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7996 SceneObjectPart rootPart = parentgrp.RootPart;
7186 // try to let this work as in SL... 7997 // try to let this work as in SL...
7187 if (part.ParentID == 0) 7998 if (rootPart == part)
7188 { 7999 {
7189 // special case: If we are root, rotate complete SOG to new rotation 8000 // special case: If we are root, rotate complete SOG to new rotation
7190 SetRot(part, Rot2Quaternion(q)); 8001 SetRot(part, Rot2Quaternion(q));
@@ -7192,7 +8003,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7192 else 8003 else
7193 { 8004 {
7194 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 8005 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7195 SceneObjectPart rootPart = part.ParentGroup.RootPart; 8006 // sounds like sl bug that we need to replicate
7196 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); 8007 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7197 } 8008 }
7198 8009
@@ -7445,7 +8256,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7445 return; 8256 return;
7446 8257
7447 string ph = rules.Data[idx++].ToString(); 8258 string ph = rules.Data[idx++].ToString();
7448 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8259 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
7449 8260
7450 break; 8261 break;
7451 8262
@@ -7463,12 +8274,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7463 part.ScriptSetPhysicsStatus(physics); 8274 part.ScriptSetPhysicsStatus(physics);
7464 break; 8275 break;
7465 8276
8277 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8278 if (remain < 1)
8279 return;
8280
8281 int shape_type = rules.GetLSLIntegerItem(idx++);
8282
8283 ExtraPhysicsData physdata = new ExtraPhysicsData();
8284 physdata.Density = part.Density;
8285 physdata.Bounce = part.Bounciness;
8286 physdata.GravitationModifier = part.GravityModifier;
8287 physdata.PhysShapeType = (PhysShapeType)shape_type;
8288
8289 part.UpdateExtraPhysics(physdata);
8290
8291 break;
8292
8293 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8294 if (remain < 5)
8295 return;
8296
8297 int material_bits = rules.GetLSLIntegerItem(idx++);
8298 float material_density = (float)rules.GetLSLFloatItem(idx++);
8299 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8300 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8301 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8302
8303 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8304
8305 break;
8306
7466 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8307 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7467 if (remain < 1) 8308 if (remain < 1)
7468 return; 8309 return;
7469 string temp = rules.Data[idx++].ToString(); 8310 string temp = rules.Data[idx++].ToString();
7470 8311
7471 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8312 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
7472 8313
7473 break; 8314 break;
7474 8315
@@ -7507,6 +8348,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7507 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 8348 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7508 if (remain < 1) 8349 if (remain < 1)
7509 return; 8350 return;
8351
7510 LSL_Rotation lr = rules.GetQuaternionItem(idx++); 8352 LSL_Rotation lr = rules.GetQuaternionItem(idx++);
7511 SetRot(part, Rot2Quaternion(lr)); 8353 SetRot(part, Rot2Quaternion(lr));
7512 break; 8354 break;
@@ -7518,13 +8360,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7518 LSL_Float gain = rules.GetLSLFloatItem(idx++); 8360 LSL_Float gain = rules.GetLSLFloatItem(idx++);
7519 TargetOmega(part, axis, (double)spinrate, (double)gain); 8361 TargetOmega(part, axis, (double)spinrate, (double)gain);
7520 break; 8362 break;
8363
7521 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 8364 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7522 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. 8365 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7523 return; 8366 return;
8367
8368 // do a pending position change before jumping to other part/avatar
8369 if (positionChanged)
8370 {
8371 positionChanged = false;
8372 if (parentgrp == null)
8373 return;
8374
8375 if (parentgrp.RootPart == part)
8376 {
8377
8378 Util.FireAndForget(delegate(object x)
8379 {
8380 parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8381 });
8382 }
8383 else
8384 {
8385 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8386 parentgrp.HasGroupChanged = true;
8387 parentgrp.ScheduleGroupForTerseUpdate();
8388 }
8389 }
8390
7524 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); 8391 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7525 LSL_List new_rules = rules.GetSublist(idx, -1); 8392 LSL_List new_rules = rules.GetSublist(idx, -1);
7526 setLinkPrimParams((int)new_linknumber, new_rules); 8393 setLinkPrimParams((int)new_linknumber, new_rules);
7527
7528 return; 8394 return;
7529 } 8395 }
7530 } 8396 }
@@ -7536,7 +8402,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7536 if (part.ParentGroup.RootPart == part) 8402 if (part.ParentGroup.RootPart == part)
7537 { 8403 {
7538 SceneObjectGroup parent = part.ParentGroup; 8404 SceneObjectGroup parent = part.ParentGroup;
7539 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8405 Util.FireAndForget(delegate(object x) {
8406 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8407 });
7540 } 8408 }
7541 else 8409 else
7542 { 8410 {
@@ -7580,10 +8448,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7580 8448
7581 public LSL_String llXorBase64Strings(string str1, string str2) 8449 public LSL_String llXorBase64Strings(string str1, string str2)
7582 { 8450 {
7583 m_host.AddScriptLPS(1); 8451 string b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
7584 Deprecated("llXorBase64Strings"); 8452
7585 ScriptSleep(300); 8453 ScriptSleep(300);
7586 return String.Empty; 8454 m_host.AddScriptLPS(1);
8455
8456 if (str1 == String.Empty)
8457 return String.Empty;
8458 if (str2 == String.Empty)
8459 return str1;
8460
8461 int len = str2.Length;
8462 if ((len % 4) != 0) // LL is EVIL!!!!
8463 {
8464 while (str2.EndsWith("="))
8465 str2 = str2.Substring(0, str2.Length - 1);
8466
8467 len = str2.Length;
8468 int mod = len % 4;
8469
8470 if (mod == 1)
8471 str2 = str2.Substring(0, str2.Length - 1);
8472 else if (mod == 2)
8473 str2 += "==";
8474 else if (mod == 3)
8475 str2 += "=";
8476 }
8477
8478 byte[] data1;
8479 byte[] data2;
8480 try
8481 {
8482 data1 = Convert.FromBase64String(str1);
8483 data2 = Convert.FromBase64String(str2);
8484 }
8485 catch (Exception)
8486 {
8487 return new LSL_String(String.Empty);
8488 }
8489
8490 // For cases where the decoded length of s2 is greater
8491 // than the decoded length of s1, simply perform a normal
8492 // decode and XOR
8493 //
8494 if (data2.Length >= data1.Length)
8495 {
8496 for (int pos = 0 ; pos < data1.Length ; pos++ )
8497 data1[pos] ^= data2[pos];
8498
8499 return Convert.ToBase64String(data1);
8500 }
8501
8502 // Remove padding
8503 while (str1.EndsWith("="))
8504 str1 = str1.Substring(0, str1.Length - 1);
8505 while (str2.EndsWith("="))
8506 str2 = str2.Substring(0, str2.Length - 1);
8507
8508 byte[] d1 = new byte[str1.Length];
8509 byte[] d2 = new byte[str2.Length];
8510
8511 for (int i = 0 ; i < str1.Length ; i++)
8512 {
8513 int idx = b64.IndexOf(str1.Substring(i, 1));
8514 if (idx == -1)
8515 idx = 0;
8516 d1[i] = (byte)idx;
8517 }
8518
8519 for (int i = 0 ; i < str2.Length ; i++)
8520 {
8521 int idx = b64.IndexOf(str2.Substring(i, 1));
8522 if (idx == -1)
8523 idx = 0;
8524 d2[i] = (byte)idx;
8525 }
8526
8527 string output = String.Empty;
8528
8529 for (int pos = 0 ; pos < d1.Length ; pos++)
8530 output += b64[d1[pos] ^ d2[pos % d2.Length]];
8531
8532 while (output.Length % 3 > 0)
8533 output += "=";
8534
8535 return output;
7587 } 8536 }
7588 8537
7589 public void llRemoteDataSetRegion() 8538 public void llRemoteDataSetRegion()
@@ -7707,13 +8656,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7707 public LSL_Integer llGetNumberOfPrims() 8656 public LSL_Integer llGetNumberOfPrims()
7708 { 8657 {
7709 m_host.AddScriptLPS(1); 8658 m_host.AddScriptLPS(1);
7710 int avatarCount = 0; 8659 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7711 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8660
7712 {
7713 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7714 avatarCount++;
7715 });
7716
7717 return m_host.ParentGroup.PrimCount + avatarCount; 8661 return m_host.ParentGroup.PrimCount + avatarCount;
7718 } 8662 }
7719 8663
@@ -7729,55 +8673,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7729 m_host.AddScriptLPS(1); 8673 m_host.AddScriptLPS(1);
7730 UUID objID = UUID.Zero; 8674 UUID objID = UUID.Zero;
7731 LSL_List result = new LSL_List(); 8675 LSL_List result = new LSL_List();
8676
8677 // If the ID is not valid, return null result
7732 if (!UUID.TryParse(obj, out objID)) 8678 if (!UUID.TryParse(obj, out objID))
7733 { 8679 {
7734 result.Add(new LSL_Vector()); 8680 result.Add(new LSL_Vector());
7735 result.Add(new LSL_Vector()); 8681 result.Add(new LSL_Vector());
7736 return result; 8682 return result;
7737 } 8683 }
8684
8685 // Check if this is an attached prim. If so, replace
8686 // the UUID with the avatar UUID and report it's bounding box
8687 SceneObjectPart part = World.GetSceneObjectPart(objID);
8688 if (part != null && part.ParentGroup.IsAttachment)
8689 objID = part.ParentGroup.AttachedAvatar;
8690
8691 // Find out if this is an avatar ID. If so, return it's box
7738 ScenePresence presence = World.GetScenePresence(objID); 8692 ScenePresence presence = World.GetScenePresence(objID);
7739 if (presence != null) 8693 if (presence != null)
7740 { 8694 {
7741 if (presence.ParentID == 0) // not sat on an object 8695 // As per LSL Wiki, there is no difference between sitting
8696 // and standing avatar since server 1.36
8697 LSL_Vector lower;
8698 LSL_Vector upper;
8699 if (presence.Animator.Animations.DefaultAnimation.AnimID
8700 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7742 { 8701 {
7743 LSL_Vector lower; 8702 // This is for ground sitting avatars
7744 LSL_Vector upper; 8703 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7745 if (presence.Animator.Animations.DefaultAnimation.AnimID 8704 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7746 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8705 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7747 {
7748 // This is for ground sitting avatars
7749 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7750 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7751 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7752 }
7753 else
7754 {
7755 // This is for standing/flying avatars
7756 float height = presence.Appearance.AvatarHeight / 2.0f;
7757 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7758 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7759 }
7760 result.Add(lower);
7761 result.Add(upper);
7762 return result;
7763 } 8706 }
7764 else 8707 else
7765 { 8708 {
7766 // sitting on an object so we need the bounding box of that 8709 // This is for standing/flying avatars
7767 // which should include the avatar so set the UUID to the 8710 float height = presence.Appearance.AvatarHeight / 2.0f;
7768 // UUID of the object the avatar is sat on and allow it to fall through 8711 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7769 // to processing an object 8712 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7770 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7771 objID = p.UUID;
7772 } 8713 }
8714
8715 // Adjust to the documented error offsets (see LSL Wiki)
8716 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8717 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8718
8719 if (lower.x > upper.x)
8720 lower.x = upper.x;
8721 if (lower.y > upper.y)
8722 lower.y = upper.y;
8723 if (lower.z > upper.z)
8724 lower.z = upper.z;
8725
8726 result.Add(lower);
8727 result.Add(upper);
8728 return result;
7773 } 8729 }
7774 SceneObjectPart part = World.GetSceneObjectPart(objID); 8730
8731 part = World.GetSceneObjectPart(objID);
7775 // Currently only works for single prims without a sitting avatar 8732 // Currently only works for single prims without a sitting avatar
7776 if (part != null) 8733 if (part != null)
7777 { 8734 {
7778 Vector3 halfSize = part.Scale / 2.0f; 8735 float minX;
7779 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8736 float maxX;
7780 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8737 float minY;
8738 float maxY;
8739 float minZ;
8740 float maxZ;
8741
8742 // This BBox is in sim coordinates, with the offset being
8743 // a contained point.
8744 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8745 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8746
8747 minX -= offsets[0].X;
8748 maxX -= offsets[0].X;
8749 minY -= offsets[0].Y;
8750 maxY -= offsets[0].Y;
8751 minZ -= offsets[0].Z;
8752 maxZ -= offsets[0].Z;
8753
8754 LSL_Vector lower;
8755 LSL_Vector upper;
8756
8757 // Adjust to the documented error offsets (see LSL Wiki)
8758 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8759 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8760
8761 if (lower.x > upper.x)
8762 lower.x = upper.x;
8763 if (lower.y > upper.y)
8764 lower.y = upper.y;
8765 if (lower.z > upper.z)
8766 lower.z = upper.z;
8767
7781 result.Add(lower); 8768 result.Add(lower);
7782 result.Add(upper); 8769 result.Add(upper);
7783 return result; 8770 return result;
@@ -7791,7 +8778,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7791 8778
7792 public LSL_Vector llGetGeometricCenter() 8779 public LSL_Vector llGetGeometricCenter()
7793 { 8780 {
7794 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8781 Vector3 tmp = m_host.GetGeometricCenter();
8782 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7795 } 8783 }
7796 8784
7797 public LSL_List llGetPrimitiveParams(LSL_List rules) 8785 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7804,16 +8792,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7804 { 8792 {
7805 m_host.AddScriptLPS(1); 8793 m_host.AddScriptLPS(1);
7806 8794
8795 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8796 // keep other options as before
8797
7807 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8798 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8799 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7808 8800
7809 LSL_List res = new LSL_List(); 8801 LSL_List res = new LSL_List();
7810 8802
7811 foreach (var part in parts) 8803 if (parts.Count > 0)
7812 { 8804 {
7813 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8805 foreach (var part in parts)
7814 res += partRes; 8806 {
8807 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8808 res += partRes;
8809 }
7815 } 8810 }
8811 if (avatars.Count > 0)
8812 {
8813 foreach (ScenePresence avatar in avatars)
8814 {
8815 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8816 res += avaRes;
8817 }
8818 }
8819 return res;
8820 }
8821
8822 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8823 {
8824 // avatars case
8825 // replies as SL wiki
8826
8827 LSL_List res = new LSL_List();
8828// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
8829 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
8830
8831 int idx = 0;
8832 while (idx < rules.Length)
8833 {
8834 int code = (int)rules.GetLSLIntegerItem(idx++);
8835 int remain = rules.Length - idx;
8836
8837 switch (code)
8838 {
8839 case (int)ScriptBaseClass.PRIM_MATERIAL:
8840 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8841 break;
8842
8843 case (int)ScriptBaseClass.PRIM_PHYSICS:
8844 res.Add(new LSL_Integer(0));
8845 break;
8846
8847 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8848 res.Add(new LSL_Integer(0));
8849 break;
8850
8851 case (int)ScriptBaseClass.PRIM_PHANTOM:
8852 res.Add(new LSL_Integer(0));
8853 break;
8854
8855 case (int)ScriptBaseClass.PRIM_POSITION:
8856
8857 Vector3 pos = avatar.OffsetPosition;
8858
8859 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
8860 pos -= sitOffset;
8861
8862 if( sitPart != null)
8863 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
8864
8865 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8866 break;
7816 8867
8868 case (int)ScriptBaseClass.PRIM_SIZE:
8869 // as in llGetAgentSize above
8870 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8871 break;
8872
8873 case (int)ScriptBaseClass.PRIM_ROTATION:
8874 Quaternion rot = avatar.Rotation;
8875 if (sitPart != null)
8876 {
8877 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
8878 }
8879
8880 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8881 break;
8882
8883 case (int)ScriptBaseClass.PRIM_TYPE:
8884 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8885 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8886 res.Add(new LSL_Vector(0f,1.0f,0f));
8887 res.Add(new LSL_Float(0.0f));
8888 res.Add(new LSL_Vector(0, 0, 0));
8889 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8890 res.Add(new LSL_Vector(0, 0, 0));
8891 break;
8892
8893 case (int)ScriptBaseClass.PRIM_TEXTURE:
8894 if (remain < 1)
8895 return res;
8896
8897 int face = (int)rules.GetLSLIntegerItem(idx++);
8898 if (face == ScriptBaseClass.ALL_SIDES)
8899 {
8900 for (face = 0; face < 21; face++)
8901 {
8902 res.Add(new LSL_String(""));
8903 res.Add(new LSL_Vector(0,0,0));
8904 res.Add(new LSL_Vector(0,0,0));
8905 res.Add(new LSL_Float(0.0));
8906 }
8907 }
8908 else
8909 {
8910 if (face >= 0 && face < 21)
8911 {
8912 res.Add(new LSL_String(""));
8913 res.Add(new LSL_Vector(0,0,0));
8914 res.Add(new LSL_Vector(0,0,0));
8915 res.Add(new LSL_Float(0.0));
8916 }
8917 }
8918 break;
8919
8920 case (int)ScriptBaseClass.PRIM_COLOR:
8921 if (remain < 1)
8922 return res;
8923
8924 face = (int)rules.GetLSLIntegerItem(idx++);
8925
8926 if (face == ScriptBaseClass.ALL_SIDES)
8927 {
8928 for (face = 0; face < 21; face++)
8929 {
8930 res.Add(new LSL_Vector(0,0,0));
8931 res.Add(new LSL_Float(0));
8932 }
8933 }
8934 else
8935 {
8936 res.Add(new LSL_Vector(0,0,0));
8937 res.Add(new LSL_Float(0));
8938 }
8939 break;
8940
8941 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8942 if (remain < 1)
8943 return res;
8944 face = (int)rules.GetLSLIntegerItem(idx++);
8945
8946 if (face == ScriptBaseClass.ALL_SIDES)
8947 {
8948 for (face = 0; face < 21; face++)
8949 {
8950 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8951 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8952 }
8953 }
8954 else
8955 {
8956 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8957 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8958 }
8959 break;
8960
8961 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8962 if (remain < 1)
8963 return res;
8964 face = (int)rules.GetLSLIntegerItem(idx++);
8965
8966 if (face == ScriptBaseClass.ALL_SIDES)
8967 {
8968 for (face = 0; face < 21; face++)
8969 {
8970 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8971 }
8972 }
8973 else
8974 {
8975 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8976 }
8977 break;
8978
8979 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
8980 res.Add(new LSL_Integer(0));
8981 res.Add(new LSL_Integer(0));// softness
8982 res.Add(new LSL_Float(0.0f)); // gravity
8983 res.Add(new LSL_Float(0.0f)); // friction
8984 res.Add(new LSL_Float(0.0f)); // wind
8985 res.Add(new LSL_Float(0.0f)); // tension
8986 res.Add(new LSL_Vector(0f,0f,0f));
8987 break;
8988
8989 case (int)ScriptBaseClass.PRIM_TEXGEN:
8990 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8991 if (remain < 1)
8992 return res;
8993 face = (int)rules.GetLSLIntegerItem(idx++);
8994
8995 if (face == ScriptBaseClass.ALL_SIDES)
8996 {
8997 for (face = 0; face < 21; face++)
8998 {
8999 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9000 }
9001 }
9002 else
9003 {
9004 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9005 }
9006 break;
9007
9008 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
9009 res.Add(new LSL_Integer(0));
9010 res.Add(new LSL_Vector(0f,0f,0f));
9011 res.Add(new LSL_Float(0f)); // intensity
9012 res.Add(new LSL_Float(0f)); // radius
9013 res.Add(new LSL_Float(0f)); // falloff
9014 break;
9015
9016 case (int)ScriptBaseClass.PRIM_GLOW:
9017 if (remain < 1)
9018 return res;
9019 face = (int)rules.GetLSLIntegerItem(idx++);
9020
9021 if (face == ScriptBaseClass.ALL_SIDES)
9022 {
9023 for (face = 0; face < 21; face++)
9024 {
9025 res.Add(new LSL_Float(0f));
9026 }
9027 }
9028 else
9029 {
9030 res.Add(new LSL_Float(0f));
9031 }
9032 break;
9033
9034 case (int)ScriptBaseClass.PRIM_TEXT:
9035 res.Add(new LSL_String(""));
9036 res.Add(new LSL_Vector(0f,0f,0f));
9037 res.Add(new LSL_Float(1.0f));
9038 break;
9039
9040 case (int)ScriptBaseClass.PRIM_NAME:
9041 res.Add(new LSL_String(avatar.Name));
9042 break;
9043
9044 case (int)ScriptBaseClass.PRIM_DESC:
9045 res.Add(new LSL_String(""));
9046 break;
9047
9048 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9049 Quaternion lrot = avatar.Rotation;
9050
9051 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9052 {
9053 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
9054 }
9055 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
9056 break;
9057
9058 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
9059 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
9060 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
9061 lpos -= lsitOffset;
9062
9063 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9064 {
9065 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
9066 }
9067 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
9068 break;
9069
9070 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9071 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9072 return res;
9073 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9074 LSL_List new_rules = rules.GetSublist(idx, -1);
9075
9076 res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9077 return res;
9078 }
9079 }
7817 return res; 9080 return res;
7818 } 9081 }
7819 9082
@@ -7857,13 +9120,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7857 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 9120 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7858 part.AbsolutePosition.Y, 9121 part.AbsolutePosition.Y,
7859 part.AbsolutePosition.Z); 9122 part.AbsolutePosition.Z);
7860 // For some reason, the part.AbsolutePosition.* values do not change if the
7861 // linkset is rotated; they always reflect the child prim's world position
7862 // as though the linkset is unrotated. This is incompatible behavior with SL's
7863 // implementation, so will break scripts imported from there (not to mention it
7864 // makes it more difficult to determine a child prim's actual inworld position).
7865 if (part.ParentID != 0)
7866 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7867 res.Add(v); 9123 res.Add(v);
7868 break; 9124 break;
7869 9125
@@ -8034,56 +9290,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8034 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 9290 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8035 if (remain < 1) 9291 if (remain < 1)
8036 return res; 9292 return res;
8037 9293 face = (int)rules.GetLSLIntegerItem(idx++);
8038 face=(int)rules.GetLSLIntegerItem(idx++);
8039 9294
8040 tex = part.Shape.Textures; 9295 tex = part.Shape.Textures;
9296 int shiny;
8041 if (face == ScriptBaseClass.ALL_SIDES) 9297 if (face == ScriptBaseClass.ALL_SIDES)
8042 { 9298 {
8043 for (face = 0; face < GetNumberOfSides(part); face++) 9299 for (face = 0; face < GetNumberOfSides(part); face++)
8044 { 9300 {
8045 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9301 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8046 // Convert Shininess to PRIM_SHINY_* 9302 if (shinyness == Shininess.High)
8047 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9303 {
8048 // PRIM_BUMP_* 9304 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8049 res.Add(new LSL_Integer((int)texface.Bump)); 9305 }
9306 else if (shinyness == Shininess.Medium)
9307 {
9308 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9309 }
9310 else if (shinyness == Shininess.Low)
9311 {
9312 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9313 }
9314 else
9315 {
9316 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9317 }
9318 res.Add(new LSL_Integer(shiny));
9319 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8050 } 9320 }
8051 } 9321 }
8052 else 9322 else
8053 { 9323 {
8054 if (face >= 0 && face < GetNumberOfSides(part)) 9324 Shininess shinyness = tex.GetFace((uint)face).Shiny;
9325 if (shinyness == Shininess.High)
8055 { 9326 {
8056 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9327 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8057 // Convert Shininess to PRIM_SHINY_* 9328 }
8058 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9329 else if (shinyness == Shininess.Medium)
8059 // PRIM_BUMP_* 9330 {
8060 res.Add(new LSL_Integer((int)texface.Bump)); 9331 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8061 } 9332 }
9333 else if (shinyness == Shininess.Low)
9334 {
9335 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9336 }
9337 else
9338 {
9339 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9340 }
9341 res.Add(new LSL_Integer(shiny));
9342 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8062 } 9343 }
8063 break; 9344 break;
8064 9345
8065 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 9346 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8066 if (remain < 1) 9347 if (remain < 1)
8067 return res; 9348 return res;
8068 9349 face = (int)rules.GetLSLIntegerItem(idx++);
8069 face=(int)rules.GetLSLIntegerItem(idx++);
8070 9350
8071 tex = part.Shape.Textures; 9351 tex = part.Shape.Textures;
9352 int fullbright;
8072 if (face == ScriptBaseClass.ALL_SIDES) 9353 if (face == ScriptBaseClass.ALL_SIDES)
8073 { 9354 {
8074 for (face = 0; face < GetNumberOfSides(part); face++) 9355 for (face = 0; face < GetNumberOfSides(part); face++)
8075 { 9356 {
8076 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9357 if (tex.GetFace((uint)face).Fullbright == true)
8077 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9358 {
9359 fullbright = ScriptBaseClass.TRUE;
9360 }
9361 else
9362 {
9363 fullbright = ScriptBaseClass.FALSE;
9364 }
9365 res.Add(new LSL_Integer(fullbright));
8078 } 9366 }
8079 } 9367 }
8080 else 9368 else
8081 { 9369 {
8082 if (face >= 0 && face < GetNumberOfSides(part)) 9370 if (tex.GetFace((uint)face).Fullbright == true)
8083 { 9371 {
8084 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9372 fullbright = ScriptBaseClass.TRUE;
8085 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9373 }
9374 else
9375 {
9376 fullbright = ScriptBaseClass.FALSE;
8086 } 9377 }
9378 res.Add(new LSL_Integer(fullbright));
8087 } 9379 }
8088 break; 9380 break;
8089 9381
@@ -8105,27 +9397,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8105 break; 9397 break;
8106 9398
8107 case (int)ScriptBaseClass.PRIM_TEXGEN: 9399 case (int)ScriptBaseClass.PRIM_TEXGEN:
9400 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8108 if (remain < 1) 9401 if (remain < 1)
8109 return res; 9402 return res;
8110 9403 face = (int)rules.GetLSLIntegerItem(idx++);
8111 face=(int)rules.GetLSLIntegerItem(idx++);
8112 9404
8113 tex = part.Shape.Textures; 9405 tex = part.Shape.Textures;
8114 if (face == ScriptBaseClass.ALL_SIDES) 9406 if (face == ScriptBaseClass.ALL_SIDES)
8115 { 9407 {
8116 for (face = 0; face < GetNumberOfSides(part); face++) 9408 for (face = 0; face < GetNumberOfSides(part); face++)
8117 { 9409 {
8118 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9410 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8119 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 9411 {
8120 res.Add(new LSL_Integer((uint)texgen >> 1)); 9412 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9413 }
9414 else
9415 {
9416 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9417 }
8121 } 9418 }
8122 } 9419 }
8123 else 9420 else
8124 { 9421 {
8125 if (face >= 0 && face < GetNumberOfSides(part)) 9422 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8126 { 9423 {
8127 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9424 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8128 res.Add(new LSL_Integer((uint)texgen >> 1)); 9425 }
9426 else
9427 {
9428 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8129 } 9429 }
8130 } 9430 }
8131 break; 9431 break;
@@ -8148,25 +9448,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8148 case (int)ScriptBaseClass.PRIM_GLOW: 9448 case (int)ScriptBaseClass.PRIM_GLOW:
8149 if (remain < 1) 9449 if (remain < 1)
8150 return res; 9450 return res;
8151 9451 face = (int)rules.GetLSLIntegerItem(idx++);
8152 face=(int)rules.GetLSLIntegerItem(idx++);
8153 9452
8154 tex = part.Shape.Textures; 9453 tex = part.Shape.Textures;
9454 float primglow;
8155 if (face == ScriptBaseClass.ALL_SIDES) 9455 if (face == ScriptBaseClass.ALL_SIDES)
8156 { 9456 {
8157 for (face = 0; face < GetNumberOfSides(part); face++) 9457 for (face = 0; face < GetNumberOfSides(part); face++)
8158 { 9458 {
8159 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9459 primglow = tex.GetFace((uint)face).Glow;
8160 res.Add(new LSL_Float(texface.Glow)); 9460 res.Add(new LSL_Float(primglow));
8161 } 9461 }
8162 } 9462 }
8163 else 9463 else
8164 { 9464 {
8165 if (face >= 0 && face < GetNumberOfSides(part)) 9465 primglow = tex.GetFace((uint)face).Glow;
8166 { 9466 res.Add(new LSL_Float(primglow));
8167 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8168 res.Add(new LSL_Float(texface.Glow));
8169 }
8170 } 9467 }
8171 break; 9468 break;
8172 9469
@@ -8178,18 +9475,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8178 textColor.B)); 9475 textColor.B));
8179 res.Add(new LSL_Float(textColor.A)); 9476 res.Add(new LSL_Float(textColor.A));
8180 break; 9477 break;
9478
8181 case (int)ScriptBaseClass.PRIM_NAME: 9479 case (int)ScriptBaseClass.PRIM_NAME:
8182 res.Add(new LSL_String(part.Name)); 9480 res.Add(new LSL_String(part.Name));
8183 break; 9481 break;
9482
8184 case (int)ScriptBaseClass.PRIM_DESC: 9483 case (int)ScriptBaseClass.PRIM_DESC:
8185 res.Add(new LSL_String(part.Description)); 9484 res.Add(new LSL_String(part.Description));
8186 break; 9485 break;
9486
8187 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9487 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8188 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9488 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8189 break; 9489 break;
9490
8190 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9491 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8191 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9492 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8192 break; 9493 break;
9494
9495 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9496 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9497 return res;
9498 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9499 LSL_List new_rules = rules.GetSublist(idx, -1);
9500 LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9501 res += tres;
9502 return res;
8193 } 9503 }
8194 } 9504 }
8195 return res; 9505 return res;
@@ -8782,8 +10092,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8782 // The function returns an ordered list 10092 // The function returns an ordered list
8783 // representing the tokens found in the supplied 10093 // representing the tokens found in the supplied
8784 // sources string. If two successive tokenizers 10094 // sources string. If two successive tokenizers
8785 // are encountered, then a NULL entry is added 10095 // are encountered, then a null-string entry is
8786 // to the list. 10096 // added to the list.
8787 // 10097 //
8788 // It is a precondition that the source and 10098 // It is a precondition that the source and
8789 // toekizer lisst are non-null. If they are null, 10099 // toekizer lisst are non-null. If they are null,
@@ -8791,7 +10101,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8791 // while their lengths are being determined. 10101 // while their lengths are being determined.
8792 // 10102 //
8793 // A small amount of working memoryis required 10103 // A small amount of working memoryis required
8794 // of approximately 8*#tokenizers. 10104 // of approximately 8*#tokenizers + 8*srcstrlen.
8795 // 10105 //
8796 // There are many ways in which this function 10106 // There are many ways in which this function
8797 // can be implemented, this implementation is 10107 // can be implemented, this implementation is
@@ -8807,155 +10117,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8807 // and eliminates redundant tokenizers as soon 10117 // and eliminates redundant tokenizers as soon
8808 // as is possible. 10118 // as is possible.
8809 // 10119 //
8810 // The implementation tries to avoid any copying 10120 // The implementation tries to minimize temporary
8811 // of arrays or other objects. 10121 // garbage generation.
8812 // </remarks> 10122 // </remarks>
8813 10123
8814 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 10124 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8815 { 10125 {
8816 int beginning = 0; 10126 return ParseString2List(src, separators, spacers, true);
8817 int srclen = src.Length; 10127 }
8818 int seplen = separators.Length;
8819 object[] separray = separators.Data;
8820 int spclen = spacers.Length;
8821 object[] spcarray = spacers.Data;
8822 int mlen = seplen+spclen;
8823
8824 int[] offset = new int[mlen+1];
8825 bool[] active = new bool[mlen];
8826
8827 int best;
8828 int j;
8829
8830 // Initial capacity reduces resize cost
8831 10128
8832 LSL_List tokens = new LSL_List(); 10129 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
10130 {
10131 int srclen = src.Length;
10132 int seplen = separators.Length;
10133 object[] separray = separators.Data;
10134 int spclen = spacers.Length;
10135 object[] spcarray = spacers.Data;
10136 int dellen = 0;
10137 string[] delarray = new string[seplen+spclen];
8833 10138
8834 // All entries are initially valid 10139 int outlen = 0;
10140 string[] outarray = new string[srclen*2+1];
8835 10141
8836 for (int i = 0; i < mlen; i++) 10142 int i, j;
8837 active[i] = true; 10143 string d;
8838 10144
8839 offset[mlen] = srclen; 10145 m_host.AddScriptLPS(1);
8840 10146
8841 while (beginning < srclen) 10147 /*
10148 * Convert separator and spacer lists to C# strings.
10149 * Also filter out null strings so we don't hang.
10150 */
10151 for (i = 0; i < seplen; i ++)
8842 { 10152 {
10153 d = separray[i].ToString();
10154 if (d.Length > 0)
10155 {
10156 delarray[dellen++] = d;
10157 }
10158 }
10159 seplen = dellen;
8843 10160
8844 best = mlen; // as bad as it gets 10161 for (i = 0; i < spclen; i ++)
10162 {
10163 d = spcarray[i].ToString();
10164 if (d.Length > 0)
10165 {
10166 delarray[dellen++] = d;
10167 }
10168 }
8845 10169
8846 // Scan for separators 10170 /*
10171 * Scan through source string from beginning to end.
10172 */
10173 for (i = 0;;)
10174 {
8847 10175
8848 for (j = 0; j < seplen; j++) 10176 /*
10177 * Find earliest delimeter in src starting at i (if any).
10178 */
10179 int earliestDel = -1;
10180 int earliestSrc = srclen;
10181 string earliestStr = null;
10182 for (j = 0; j < dellen; j ++)
8849 { 10183 {
8850 if (separray[j].ToString() == String.Empty) 10184 d = delarray[j];
8851 active[j] = false; 10185 if (d != null)
8852
8853 if (active[j])
8854 { 10186 {
8855 // scan all of the markers 10187 int index = src.IndexOf(d, i);
8856 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 10188 if (index < 0)
8857 { 10189 {
8858 // not present at all 10190 delarray[j] = null; // delim nowhere in src, don't check it anymore
8859 active[j] = false;
8860 } 10191 }
8861 else 10192 else if (index < earliestSrc)
8862 { 10193 {
8863 // present and correct 10194 earliestSrc = index; // where delimeter starts in source string
8864 if (offset[j] < offset[best]) 10195 earliestDel = j; // where delimeter is in delarray[]
8865 { 10196 earliestStr = d; // the delimeter string from delarray[]
8866 // closest so far 10197 if (index == i) break; // can't do any better than found at beg of string
8867 best = j;
8868 if (offset[best] == beginning)
8869 break;
8870 }
8871 } 10198 }
8872 } 10199 }
8873 } 10200 }
8874 10201
8875 // Scan for spacers 10202 /*
8876 10203 * Output source string starting at i through start of earliest delimeter.
8877 if (offset[best] != beginning) 10204 */
10205 if (keepNulls || (earliestSrc > i))
8878 { 10206 {
8879 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 10207 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8880 {
8881 if (spcarray[j-seplen].ToString() == String.Empty)
8882 active[j] = false;
8883
8884 if (active[j])
8885 {
8886 // scan all of the markers
8887 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8888 {
8889 // not present at all
8890 active[j] = false;
8891 }
8892 else
8893 {
8894 // present and correct
8895 if (offset[j] < offset[best])
8896 {
8897 // closest so far
8898 best = j;
8899 }
8900 }
8901 }
8902 }
8903 } 10208 }
8904 10209
8905 // This is the normal exit from the scanning loop 10210 /*
10211 * If no delimeter found at or after i, we're done scanning.
10212 */
10213 if (earliestDel < 0) break;
8906 10214
8907 if (best == mlen) 10215 /*
10216 * If delimeter was a spacer, output the spacer.
10217 */
10218 if (earliestDel >= seplen)
8908 { 10219 {
8909 // no markers were found on this pass 10220 outarray[outlen++] = earliestStr;
8910 // so we're pretty much done
8911 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8912 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8913 break;
8914 } 10221 }
8915 10222
8916 // Otherwise we just add the newly delimited token 10223 /*
8917 // and recalculate where the search should continue. 10224 * Look at rest of src string following delimeter.
8918 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 10225 */
8919 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 10226 i = earliestSrc + earliestStr.Length;
8920
8921 if (best < seplen)
8922 {
8923 beginning = offset[best] + (separray[best].ToString()).Length;
8924 }
8925 else
8926 {
8927 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8928 string str = spcarray[best - seplen].ToString();
8929 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8930 tokens.Add(new LSL_String(str));
8931 }
8932 } 10227 }
8933 10228
8934 // This an awkward an not very intuitive boundary case. If the 10229 /*
8935 // last substring is a tokenizer, then there is an implied trailing 10230 * Make up an exact-sized output array suitable for an LSL_List object.
8936 // null list entry. Hopefully the single comparison will not be too 10231 */
8937 // arduous. Alternatively the 'break' could be replced with a return 10232 object[] outlist = new object[outlen];
8938 // but that's shabby programming. 10233 for (i = 0; i < outlen; i ++)
8939
8940 if ((beginning == srclen) && (keepNulls))
8941 { 10234 {
8942 if (srclen != 0) 10235 outlist[i] = new LSL_String(outarray[i]);
8943 tokens.Add(new LSL_String(""));
8944 } 10236 }
8945 10237 return new LSL_List(outlist);
8946 return tokens;
8947 }
8948
8949 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8950 {
8951 m_host.AddScriptLPS(1);
8952 return this.ParseString(src, separators, spacers, false);
8953 }
8954
8955 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8956 {
8957 m_host.AddScriptLPS(1);
8958 return this.ParseString(src, separators, spacers, true);
8959 } 10238 }
8960 10239
8961 public LSL_Integer llGetObjectPermMask(int mask) 10240 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9050,6 +10329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9050 case 4: 10329 case 4:
9051 return (int)item.NextPermissions; 10330 return (int)item.NextPermissions;
9052 } 10331 }
10332 m_host.TaskInventory.LockItemsForRead(false);
9053 10333
9054 return -1; 10334 return -1;
9055 } 10335 }
@@ -9240,9 +10520,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9240 { 10520 {
9241 try 10521 try
9242 { 10522 {
10523 /*
9243 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10524 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9244 if (obj != null) 10525 if (obj != null)
9245 return (double)obj.GetMass(); 10526 return (double)obj.GetMass();
10527 */
10528 // return total object mass
10529 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
10530 if (obj != null)
10531 return obj.GetMass();
10532
9246 // the object is null so the key is for an avatar 10533 // the object is null so the key is for an avatar
9247 ScenePresence avatar = World.GetScenePresence(key); 10534 ScenePresence avatar = World.GetScenePresence(key);
9248 if (avatar != null) 10535 if (avatar != null)
@@ -9262,7 +10549,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9262 } 10549 }
9263 10550
9264 /// <summary> 10551 /// <summary>
9265 /// illListReplaceList removes the sub-list defined by the inclusive indices 10552 /// llListReplaceList removes the sub-list defined by the inclusive indices
9266 /// start and end and inserts the src list in its place. The inclusive 10553 /// start and end and inserts the src list in its place. The inclusive
9267 /// nature of the indices means that at least one element must be deleted 10554 /// nature of the indices means that at least one element must be deleted
9268 /// if the indices are within the bounds of the existing list. I.e. 2,2 10555 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9319,16 +10606,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9319 // based upon end. Note that if end exceeds the upper 10606 // based upon end. Note that if end exceeds the upper
9320 // bound in this case, the entire destination list 10607 // bound in this case, the entire destination list
9321 // is removed. 10608 // is removed.
9322 else 10609 else if (start == 0)
9323 { 10610 {
9324 if (end + 1 < dest.Length) 10611 if (end + 1 < dest.Length)
9325 {
9326 return src + dest.GetSublist(end + 1, -1); 10612 return src + dest.GetSublist(end + 1, -1);
9327 }
9328 else 10613 else
9329 {
9330 return src; 10614 return src;
9331 } 10615 }
10616 else // Start < 0
10617 {
10618 if (end + 1 < dest.Length)
10619 return dest.GetSublist(end + 1, -1);
10620 else
10621 return new LSL_List();
9332 } 10622 }
9333 } 10623 }
9334 // Finally, if start > end, we strip away a prefix and 10624 // Finally, if start > end, we strip away a prefix and
@@ -9379,17 +10669,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9379 int width = 0; 10669 int width = 0;
9380 int height = 0; 10670 int height = 0;
9381 10671
9382 ParcelMediaCommandEnum? commandToSend = null; 10672 uint commandToSend = 0;
9383 float time = 0.0f; // default is from start 10673 float time = 0.0f; // default is from start
9384 10674
9385 ScenePresence presence = null; 10675 ScenePresence presence = null;
9386 10676
9387 for (int i = 0; i < commandList.Data.Length; i++) 10677 for (int i = 0; i < commandList.Data.Length; i++)
9388 { 10678 {
9389 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10679 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9390 switch (command) 10680 switch (command)
9391 { 10681 {
9392 case ParcelMediaCommandEnum.Agent: 10682 case (uint)ParcelMediaCommandEnum.Agent:
9393 // we send only to one agent 10683 // we send only to one agent
9394 if ((i + 1) < commandList.Length) 10684 if ((i + 1) < commandList.Length)
9395 { 10685 {
@@ -9406,25 +10696,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9406 } 10696 }
9407 break; 10697 break;
9408 10698
9409 case ParcelMediaCommandEnum.Loop: 10699 case (uint)ParcelMediaCommandEnum.Loop:
9410 loop = 1; 10700 loop = 1;
9411 commandToSend = command; 10701 commandToSend = command;
9412 update = true; //need to send the media update packet to set looping 10702 update = true; //need to send the media update packet to set looping
9413 break; 10703 break;
9414 10704
9415 case ParcelMediaCommandEnum.Play: 10705 case (uint)ParcelMediaCommandEnum.Play:
9416 loop = 0; 10706 loop = 0;
9417 commandToSend = command; 10707 commandToSend = command;
9418 update = true; //need to send the media update packet to make sure it doesn't loop 10708 update = true; //need to send the media update packet to make sure it doesn't loop
9419 break; 10709 break;
9420 10710
9421 case ParcelMediaCommandEnum.Pause: 10711 case (uint)ParcelMediaCommandEnum.Pause:
9422 case ParcelMediaCommandEnum.Stop: 10712 case (uint)ParcelMediaCommandEnum.Stop:
9423 case ParcelMediaCommandEnum.Unload: 10713 case (uint)ParcelMediaCommandEnum.Unload:
9424 commandToSend = command; 10714 commandToSend = command;
9425 break; 10715 break;
9426 10716
9427 case ParcelMediaCommandEnum.Url: 10717 case (uint)ParcelMediaCommandEnum.Url:
9428 if ((i + 1) < commandList.Length) 10718 if ((i + 1) < commandList.Length)
9429 { 10719 {
9430 if (commandList.Data[i + 1] is LSL_String) 10720 if (commandList.Data[i + 1] is LSL_String)
@@ -9437,7 +10727,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9437 } 10727 }
9438 break; 10728 break;
9439 10729
9440 case ParcelMediaCommandEnum.Texture: 10730 case (uint)ParcelMediaCommandEnum.Texture:
9441 if ((i + 1) < commandList.Length) 10731 if ((i + 1) < commandList.Length)
9442 { 10732 {
9443 if (commandList.Data[i + 1] is LSL_String) 10733 if (commandList.Data[i + 1] is LSL_String)
@@ -9450,7 +10740,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9450 } 10740 }
9451 break; 10741 break;
9452 10742
9453 case ParcelMediaCommandEnum.Time: 10743 case (uint)ParcelMediaCommandEnum.Time:
9454 if ((i + 1) < commandList.Length) 10744 if ((i + 1) < commandList.Length)
9455 { 10745 {
9456 if (commandList.Data[i + 1] is LSL_Float) 10746 if (commandList.Data[i + 1] is LSL_Float)
@@ -9462,7 +10752,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9462 } 10752 }
9463 break; 10753 break;
9464 10754
9465 case ParcelMediaCommandEnum.AutoAlign: 10755 case (uint)ParcelMediaCommandEnum.AutoAlign:
9466 if ((i + 1) < commandList.Length) 10756 if ((i + 1) < commandList.Length)
9467 { 10757 {
9468 if (commandList.Data[i + 1] is LSL_Integer) 10758 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9476,7 +10766,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9476 } 10766 }
9477 break; 10767 break;
9478 10768
9479 case ParcelMediaCommandEnum.Type: 10769 case (uint)ParcelMediaCommandEnum.Type:
9480 if ((i + 1) < commandList.Length) 10770 if ((i + 1) < commandList.Length)
9481 { 10771 {
9482 if (commandList.Data[i + 1] is LSL_String) 10772 if (commandList.Data[i + 1] is LSL_String)
@@ -9489,7 +10779,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9489 } 10779 }
9490 break; 10780 break;
9491 10781
9492 case ParcelMediaCommandEnum.Desc: 10782 case (uint)ParcelMediaCommandEnum.Desc:
9493 if ((i + 1) < commandList.Length) 10783 if ((i + 1) < commandList.Length)
9494 { 10784 {
9495 if (commandList.Data[i + 1] is LSL_String) 10785 if (commandList.Data[i + 1] is LSL_String)
@@ -9502,7 +10792,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9502 } 10792 }
9503 break; 10793 break;
9504 10794
9505 case ParcelMediaCommandEnum.Size: 10795 case (uint)ParcelMediaCommandEnum.Size:
9506 if ((i + 2) < commandList.Length) 10796 if ((i + 2) < commandList.Length)
9507 { 10797 {
9508 if (commandList.Data[i + 1] is LSL_Integer) 10798 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9572,7 +10862,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9572 } 10862 }
9573 } 10863 }
9574 10864
9575 if (commandToSend != null) 10865 if (commandToSend != 0)
9576 { 10866 {
9577 // the commandList contained a start/stop/... command, too 10867 // the commandList contained a start/stop/... command, too
9578 if (presence == null) 10868 if (presence == null)
@@ -9609,7 +10899,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9609 10899
9610 if (aList.Data[i] != null) 10900 if (aList.Data[i] != null)
9611 { 10901 {
9612 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10902 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9613 { 10903 {
9614 case ParcelMediaCommandEnum.Url: 10904 case ParcelMediaCommandEnum.Url:
9615 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10905 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9666,15 +10956,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9666 10956
9667 if (quick_pay_buttons.Data.Length < 4) 10957 if (quick_pay_buttons.Data.Length < 4)
9668 { 10958 {
9669 LSLError("List must have at least 4 elements"); 10959 int x;
9670 return; 10960 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10961 {
10962 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10963 }
9671 } 10964 }
9672 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10965 int[] nPrice = new int[5];
9673 10966 nPrice[0] = price;
9674 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10967 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9675 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10968 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9676 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10969 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9677 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10970 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10971 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9678 m_host.ParentGroup.HasGroupChanged = true; 10972 m_host.ParentGroup.HasGroupChanged = true;
9679 } 10973 }
9680 10974
@@ -9691,7 +10985,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9691 return new LSL_Vector(); 10985 return new LSL_Vector();
9692 } 10986 }
9693 10987
9694 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10988// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10989 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9695 if (presence != null) 10990 if (presence != null)
9696 { 10991 {
9697 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 10992 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9713,7 +11008,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9713 return new LSL_Rotation(); 11008 return new LSL_Rotation();
9714 } 11009 }
9715 11010
9716 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 11011// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
11012 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9717 if (presence != null) 11013 if (presence != null)
9718 { 11014 {
9719 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 11015 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9773,8 +11069,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9773 { 11069 {
9774 m_host.AddScriptLPS(1); 11070 m_host.AddScriptLPS(1);
9775 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 11071 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9776 if (detectedParams == null) return; // only works on the first detected avatar 11072 if (detectedParams == null)
9777 11073 {
11074 if (m_host.ParentGroup.IsAttachment == true)
11075 {
11076 detectedParams = new DetectParams();
11077 detectedParams.Key = m_host.OwnerID;
11078 }
11079 else
11080 {
11081 return;
11082 }
11083 }
11084
9778 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 11085 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9779 if (avatar != null) 11086 if (avatar != null)
9780 { 11087 {
@@ -9782,6 +11089,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9782 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 11089 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9783 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 11090 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9784 } 11091 }
11092
9785 ScriptSleep(1000); 11093 ScriptSleep(1000);
9786 } 11094 }
9787 11095
@@ -9905,12 +11213,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9905 11213
9906 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 11214 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9907 object[] data = rules.Data; 11215 object[] data = rules.Data;
9908 for (int i = 0; i < data.Length; ++i) { 11216 for (int i = 0; i < data.Length; ++i)
11217 {
9909 int type = Convert.ToInt32(data[i++].ToString()); 11218 int type = Convert.ToInt32(data[i++].ToString());
9910 if (i >= data.Length) break; // odd number of entries => ignore the last 11219 if (i >= data.Length) break; // odd number of entries => ignore the last
9911 11220
9912 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 11221 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9913 switch (type) { 11222 switch (type)
11223 {
9914 case ScriptBaseClass.CAMERA_FOCUS: 11224 case ScriptBaseClass.CAMERA_FOCUS:
9915 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 11225 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9916 case ScriptBaseClass.CAMERA_POSITION: 11226 case ScriptBaseClass.CAMERA_POSITION:
@@ -10016,19 +11326,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10016 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 11326 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10017 { 11327 {
10018 m_host.AddScriptLPS(1); 11328 m_host.AddScriptLPS(1);
10019 string ret = String.Empty; 11329
10020 string src1 = llBase64ToString(str1); 11330 if (str1 == String.Empty)
10021 string src2 = llBase64ToString(str2); 11331 return String.Empty;
10022 int c = 0; 11332 if (str2 == String.Empty)
10023 for (int i = 0; i < src1.Length; i++) 11333 return str1;
11334
11335 int len = str2.Length;
11336 if ((len % 4) != 0) // LL is EVIL!!!!
10024 { 11337 {
10025 ret += (char) (src1[i] ^ src2[c]); 11338 while (str2.EndsWith("="))
11339 str2 = str2.Substring(0, str2.Length - 1);
11340
11341 len = str2.Length;
11342 int mod = len % 4;
11343
11344 if (mod == 1)
11345 str2 = str2.Substring(0, str2.Length - 1);
11346 else if (mod == 2)
11347 str2 += "==";
11348 else if (mod == 3)
11349 str2 += "=";
11350 }
10026 11351
10027 c++; 11352 byte[] data1;
10028 if (c >= src2.Length) 11353 byte[] data2;
10029 c = 0; 11354 try
11355 {
11356 data1 = Convert.FromBase64String(str1);
11357 data2 = Convert.FromBase64String(str2);
10030 } 11358 }
10031 return llStringToBase64(ret); 11359 catch (Exception)
11360 {
11361 return new LSL_String(String.Empty);
11362 }
11363
11364 byte[] d2 = new Byte[data1.Length];
11365 int pos = 0;
11366
11367 if (data1.Length <= data2.Length)
11368 {
11369 Array.Copy(data2, 0, d2, 0, data1.Length);
11370 }
11371 else
11372 {
11373 while (pos < data1.Length)
11374 {
11375 len = data1.Length - pos;
11376 if (len > data2.Length)
11377 len = data2.Length;
11378
11379 Array.Copy(data2, 0, d2, pos, len);
11380 pos += len;
11381 }
11382 }
11383
11384 for (pos = 0 ; pos < data1.Length ; pos++ )
11385 data1[pos] ^= d2[pos];
11386
11387 return Convert.ToBase64String(data1);
10032 } 11388 }
10033 11389
10034 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 11390 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10085,12 +11441,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10085 Regex r = new Regex(authregex); 11441 Regex r = new Regex(authregex);
10086 int[] gnums = r.GetGroupNumbers(); 11442 int[] gnums = r.GetGroupNumbers();
10087 Match m = r.Match(url); 11443 Match m = r.Match(url);
10088 if (m.Success) { 11444 if (m.Success)
10089 for (int i = 1; i < gnums.Length; i++) { 11445 {
11446 for (int i = 1; i < gnums.Length; i++)
11447 {
10090 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 11448 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10091 //CaptureCollection cc = g.Captures; 11449 //CaptureCollection cc = g.Captures;
10092 } 11450 }
10093 if (m.Groups.Count == 5) { 11451 if (m.Groups.Count == 5)
11452 {
10094 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 11453 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10095 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 11454 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10096 } 11455 }
@@ -10293,6 +11652,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10293 11652
10294 LSL_List ret = new LSL_List(); 11653 LSL_List ret = new LSL_List();
10295 UUID key = new UUID(); 11654 UUID key = new UUID();
11655
11656
10296 if (UUID.TryParse(id, out key)) 11657 if (UUID.TryParse(id, out key))
10297 { 11658 {
10298 ScenePresence av = World.GetScenePresence(key); 11659 ScenePresence av = World.GetScenePresence(key);
@@ -10310,13 +11671,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10310 ret.Add(new LSL_String("")); 11671 ret.Add(new LSL_String(""));
10311 break; 11672 break;
10312 case ScriptBaseClass.OBJECT_POS: 11673 case ScriptBaseClass.OBJECT_POS:
10313 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11674 Vector3 avpos;
11675
11676 if (av.ParentID != 0 && av.ParentPart != null)
11677 {
11678 avpos = av.OffsetPosition;
11679
11680 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11681 avpos -= sitOffset;
11682
11683 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11684 }
11685 else
11686 avpos = av.AbsolutePosition;
11687
11688 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
10314 break; 11689 break;
10315 case ScriptBaseClass.OBJECT_ROT: 11690 case ScriptBaseClass.OBJECT_ROT:
10316 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11691 Quaternion avrot = av.Rotation;
11692 if (av.ParentID != 0 && av.ParentPart != null)
11693 {
11694 avrot = av.ParentPart.GetWorldRotation() * avrot;
11695 }
11696 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
10317 break; 11697 break;
10318 case ScriptBaseClass.OBJECT_VELOCITY: 11698 case ScriptBaseClass.OBJECT_VELOCITY:
10319 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11699 Vector3 avvel = av.Velocity;
11700 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
10320 break; 11701 break;
10321 case ScriptBaseClass.OBJECT_OWNER: 11702 case ScriptBaseClass.OBJECT_OWNER:
10322 ret.Add(new LSL_String(id)); 11703 ret.Add(new LSL_String(id));
@@ -10372,17 +11753,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10372 case ScriptBaseClass.OBJECT_NAME: 11753 case ScriptBaseClass.OBJECT_NAME:
10373 ret.Add(new LSL_String(obj.Name)); 11754 ret.Add(new LSL_String(obj.Name));
10374 break; 11755 break;
10375 case ScriptBaseClass.OBJECT_DESC: 11756 case ScriptBaseClass.OBJECT_DESC:
10376 ret.Add(new LSL_String(obj.Description)); 11757 ret.Add(new LSL_String(obj.Description));
10377 break; 11758 break;
10378 case ScriptBaseClass.OBJECT_POS: 11759 case ScriptBaseClass.OBJECT_POS:
10379 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11760 Vector3 opos = obj.AbsolutePosition;
11761 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
10380 break; 11762 break;
10381 case ScriptBaseClass.OBJECT_ROT: 11763 case ScriptBaseClass.OBJECT_ROT:
10382 ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W)); 11764// Quaternion orot = obj.RotationOffset;
11765// ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W));
11766
11767 LSL_Rotation objrot = GetPartRot(obj);
11768 ret.Add(objrot);
10383 break; 11769 break;
10384 case ScriptBaseClass.OBJECT_VELOCITY: 11770 case ScriptBaseClass.OBJECT_VELOCITY:
10385 ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); 11771 Vector3 ovel = obj.Velocity;
11772 ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
10386 break; 11773 break;
10387 case ScriptBaseClass.OBJECT_OWNER: 11774 case ScriptBaseClass.OBJECT_OWNER:
10388 ret.Add(new LSL_String(obj.OwnerID.ToString())); 11775 ret.Add(new LSL_String(obj.OwnerID.ToString()));
@@ -10416,9 +11803,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10416 // The value returned in SL for normal prims is prim count 11803 // The value returned in SL for normal prims is prim count
10417 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11804 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
10418 break; 11805 break;
10419 // The following 3 costs I have intentionaly coded to return zero. They are part of 11806
10420 // "Land Impact" calculations. These calculations are probably not applicable 11807 // costs below may need to be diferent for root parts, need to check
10421 // to OpenSim and are not yet complete in SL
10422 case ScriptBaseClass.OBJECT_SERVER_COST: 11808 case ScriptBaseClass.OBJECT_SERVER_COST:
10423 // The linden calculation is here 11809 // The linden calculation is here
10424 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11810 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -10426,16 +11812,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10426 ret.Add(new LSL_Float(0)); 11812 ret.Add(new LSL_Float(0));
10427 break; 11813 break;
10428 case ScriptBaseClass.OBJECT_STREAMING_COST: 11814 case ScriptBaseClass.OBJECT_STREAMING_COST:
10429 // The linden calculation is here 11815 // The value returned in SL for normal prims is prim count * 0.06
10430 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11816 ret.Add(new LSL_Float(obj.StreamingCost));
10431 // The value returned in SL for normal prims looks like the prim count * 0.06
10432 ret.Add(new LSL_Float(0));
10433 break; 11817 break;
10434 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11818 case ScriptBaseClass.OBJECT_PHYSICS_COST:
10435 // The linden calculation is here 11819 // The value returned in SL for normal prims is prim count
10436 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11820 ret.Add(new LSL_Float(obj.PhysicsCost));
10437 // The value returned in SL for normal prims looks like the prim count
10438 ret.Add(new LSL_Float(0));
10439 break; 11821 break;
10440 default: 11822 default:
10441 // Invalid or unhandled constant. 11823 // Invalid or unhandled constant.
@@ -10624,15 +12006,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10624 return GetLinkPrimitiveParams(obj, rules); 12006 return GetLinkPrimitiveParams(obj, rules);
10625 } 12007 }
10626 12008
10627 public void print(string str) 12009 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10628 { 12010 {
10629 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 12011 List<SceneObjectPart> parts = GetLinkParts(link);
10630 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 12012 if (parts.Count < 1)
10631 if (ossl != null) 12013 return 0;
10632 { 12014
10633 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 12015 return GetNumberOfSides(parts[0]);
10634 m_log.Info("LSL print():" + str);
10635 }
10636 } 12016 }
10637 12017
10638 private string Name2Username(string name) 12018 private string Name2Username(string name)
@@ -10677,7 +12057,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10677 12057
10678 return rq.ToString(); 12058 return rq.ToString();
10679 } 12059 }
10680 12060/*
12061 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
12062 {
12063 m_SayShoutCount = 0;
12064 }
12065*/
10681 private struct Tri 12066 private struct Tri
10682 { 12067 {
10683 public Vector3 p1; 12068 public Vector3 p1;
@@ -10817,9 +12202,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10817 12202
10818 ContactResult result = new ContactResult (); 12203 ContactResult result = new ContactResult ();
10819 result.ConsumerID = group.LocalId; 12204 result.ConsumerID = group.LocalId;
10820 result.Depth = intersection.distance; 12205// result.Depth = intersection.distance;
10821 result.Normal = intersection.normal; 12206 result.Normal = intersection.normal;
10822 result.Pos = intersection.ipoint; 12207 result.Pos = intersection.ipoint;
12208 result.Depth = Vector3.Mag(rayStart - result.Pos);
10823 12209
10824 contacts.Add(result); 12210 contacts.Add(result);
10825 }); 12211 });
@@ -10952,6 +12338,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10952 12338
10953 return contacts[0]; 12339 return contacts[0];
10954 } 12340 }
12341/*
12342 // not done:
12343 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
12344 {
12345 ContactResult[] contacts = null;
12346 World.ForEachSOG(delegate(SceneObjectGroup group)
12347 {
12348 if (m_host.ParentGroup == group)
12349 return;
12350
12351 if (group.IsAttachment)
12352 return;
12353
12354 if(group.RootPart.PhysActor != null)
12355 return;
12356
12357 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
12358 });
12359 return contacts;
12360 }
12361*/
10955 12362
10956 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 12363 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10957 { 12364 {
@@ -10993,32 +12400,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10993 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 12400 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10994 12401
10995 12402
10996 if (checkTerrain) 12403 if (World.SuportsRayCastFiltered())
10997 { 12404 {
10998 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 12405 if (dist == 0)
10999 if (groundContact != null) 12406 return list;
11000 results.Add((ContactResult)groundContact);
11001 }
11002 12407
11003 if (checkAgents) 12408 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11004 { 12409 if (checkTerrain)
11005 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 12410 rayfilter |= RayFilterFlags.land;
11006 foreach (ContactResult r in agentHits) 12411// if (checkAgents)
11007 results.Add(r); 12412// rayfilter |= RayFilterFlags.agent;
11008 } 12413 if (checkPhysical)
12414 rayfilter |= RayFilterFlags.physical;
12415 if (checkNonPhysical)
12416 rayfilter |= RayFilterFlags.nonphysical;
12417 if (detectPhantom)
12418 rayfilter |= RayFilterFlags.LSLPhanton;
12419
12420 Vector3 direction = dir * ( 1/dist);
12421
12422 if(rayfilter == 0)
12423 {
12424 list.Add(new LSL_Integer(0));
12425 return list;
12426 }
12427
12428 // get some more contacts to sort ???
12429 int physcount = 4 * count;
12430 if (physcount > 20)
12431 physcount = 20;
12432
12433 object physresults;
12434 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11009 12435
11010 if (checkPhysical || checkNonPhysical || detectPhantom) 12436 if (physresults == null)
12437 {
12438 list.Add(new LSL_Integer(-3)); // timeout error
12439 return list;
12440 }
12441
12442 results = (List<ContactResult>)physresults;
12443
12444 // for now physics doesn't detect sitted avatars so do it outside physics
12445 if (checkAgents)
12446 {
12447 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12448 foreach (ContactResult r in agentHits)
12449 results.Add(r);
12450 }
12451
12452 // TODO: Replace this with a better solution. ObjectIntersection can only
12453 // detect nonphysical phantoms. They are detected by virtue of being
12454 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12455 // physicsl phantoms as done by the physics scene
12456 // We don't want anything else but phantoms here.
12457 if (detectPhantom)
12458 {
12459 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12460 foreach (ContactResult r in objectHits)
12461 results.Add(r);
12462 }
12463 }
12464 else
11011 { 12465 {
11012 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12466 if (checkTerrain)
11013 foreach (ContactResult r in objectHits) 12467 {
11014 results.Add(r); 12468 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
12469 if (groundContact != null)
12470 results.Add((ContactResult)groundContact);
12471 }
12472
12473 if (checkAgents)
12474 {
12475 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12476 foreach (ContactResult r in agentHits)
12477 results.Add(r);
12478 }
12479
12480 if (checkPhysical || checkNonPhysical || detectPhantom)
12481 {
12482 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12483 foreach (ContactResult r in objectHits)
12484 results.Add(r);
12485 }
11015 } 12486 }
11016 12487
11017 results.Sort(delegate(ContactResult a, ContactResult b) 12488 results.Sort(delegate(ContactResult a, ContactResult b)
11018 { 12489 {
11019 return a.Depth.CompareTo(b.Depth); 12490 return a.Depth.CompareTo(b.Depth);
11020 }); 12491 });
11021 12492
11022 int values = 0; 12493 int values = 0;
11023 SceneObjectGroup thisgrp = m_host.ParentGroup; 12494 SceneObjectGroup thisgrp = m_host.ParentGroup;
11024 12495
@@ -11111,7 +12582,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11111 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12582 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
11112 if (!isAccount) return 0; 12583 if (!isAccount) return 0;
11113 if (estate.HasAccess(id)) return 1; 12584 if (estate.HasAccess(id)) return 1;
11114 if (estate.IsBanned(id)) 12585 if (estate.IsBanned(id, World.GetUserFlags(id)))
11115 estate.RemoveBan(id); 12586 estate.RemoveBan(id);
11116 estate.AddEstateUser(id); 12587 estate.AddEstateUser(id);
11117 break; 12588 break;
@@ -11130,14 +12601,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11130 break; 12601 break;
11131 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12602 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
11132 if (!isAccount) return 0; 12603 if (!isAccount) return 0;
11133 if (estate.IsBanned(id)) return 1; 12604 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
11134 EstateBan ban = new EstateBan(); 12605 EstateBan ban = new EstateBan();
11135 ban.EstateID = estate.EstateID; 12606 ban.EstateID = estate.EstateID;
11136 ban.BannedUserID = id; 12607 ban.BannedUserID = id;
11137 estate.AddBan(ban); 12608 estate.AddBan(ban);
11138 break; 12609 break;
11139 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12610 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
11140 if (!isAccount || !estate.IsBanned(id)) return 0; 12611 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
11141 estate.RemoveBan(id); 12612 estate.RemoveBan(id);
11142 break; 12613 break;
11143 default: return 0; 12614 default: return 0;
@@ -11166,7 +12637,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11166 return 16384; 12637 return 16384;
11167 } 12638 }
11168 12639
11169 public LSL_Integer llGetUsedMemory() 12640 public virtual LSL_Integer llGetUsedMemory()
11170 { 12641 {
11171 m_host.AddScriptLPS(1); 12642 m_host.AddScriptLPS(1);
11172 // The value returned for LSO scripts in SL 12643 // The value returned for LSO scripts in SL
@@ -11194,7 +12665,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11194 public void llSetSoundQueueing(int queue) 12665 public void llSetSoundQueueing(int queue)
11195 { 12666 {
11196 m_host.AddScriptLPS(1); 12667 m_host.AddScriptLPS(1);
11197 NotImplemented("llSetSoundQueueing");
11198 } 12668 }
11199 12669
11200 public void llCollisionSprite(string impact_sprite) 12670 public void llCollisionSprite(string impact_sprite)
@@ -11206,10 +12676,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11206 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12676 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11207 { 12677 {
11208 m_host.AddScriptLPS(1); 12678 m_host.AddScriptLPS(1);
11209 NotImplemented("llGodLikeRezObject"); 12679
12680 if (!World.Permissions.IsGod(m_host.OwnerID))
12681 NotImplemented("llGodLikeRezObject");
12682
12683 AssetBase rezAsset = World.AssetService.Get(inventory);
12684 if (rezAsset == null)
12685 {
12686 llSay(0, "Asset not found");
12687 return;
12688 }
12689
12690 SceneObjectGroup group = null;
12691
12692 try
12693 {
12694 string xmlData = Utils.BytesToString(rezAsset.Data);
12695 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12696 }
12697 catch
12698 {
12699 llSay(0, "Asset not found");
12700 return;
12701 }
12702
12703 if (group == null)
12704 {
12705 llSay(0, "Asset not found");
12706 return;
12707 }
12708
12709 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12710 group.RootPart.AttachOffset = group.AbsolutePosition;
12711
12712 group.ResetIDs();
12713
12714 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12715 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12716 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12717 group.ScheduleGroupForFullUpdate();
12718
12719 // objects rezzed with this method are die_at_edge by default.
12720 group.RootPart.SetDieAtEdge(true);
12721
12722 group.ResumeScripts();
12723
12724 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12725 "object_rez", new Object[] {
12726 new LSL_String(
12727 group.RootPart.UUID.ToString()) },
12728 new DetectParams[0]));
12729 }
12730
12731 public LSL_String llTransferLindenDollars(string destination, int amount)
12732 {
12733 UUID txn = UUID.Random();
12734
12735 Util.FireAndForget(delegate(object x)
12736 {
12737 int replycode = 0;
12738 string replydata = destination + "," + amount.ToString();
12739
12740 try
12741 {
12742 TaskInventoryItem item = m_item;
12743 if (item == null)
12744 {
12745 replydata = "SERVICE_ERROR";
12746 return;
12747 }
12748
12749 m_host.AddScriptLPS(1);
12750
12751 if (item.PermsGranter == UUID.Zero)
12752 {
12753 replydata = "MISSING_PERMISSION_DEBIT";
12754 return;
12755 }
12756
12757 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12758 {
12759 replydata = "MISSING_PERMISSION_DEBIT";
12760 return;
12761 }
12762
12763 UUID toID = new UUID();
12764
12765 if (!UUID.TryParse(destination, out toID))
12766 {
12767 replydata = "INVALID_AGENT";
12768 return;
12769 }
12770
12771 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12772
12773 if (money == null)
12774 {
12775 replydata = "TRANSFERS_DISABLED";
12776 return;
12777 }
12778
12779 bool result = money.ObjectGiveMoney(
12780 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12781
12782 if (result)
12783 {
12784 replycode = 1;
12785 return;
12786 }
12787
12788 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12789 }
12790 finally
12791 {
12792 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12793 "transaction_result", new Object[] {
12794 new LSL_String(txn.ToString()),
12795 new LSL_Integer(replycode),
12796 new LSL_String(replydata) },
12797 new DetectParams[0]));
12798 }
12799 });
12800
12801 return txn.ToString();
11210 } 12802 }
11211 12803
11212 #endregion 12804 #endregion
12805
12806 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12807 {
12808 SceneObjectGroup group = m_host.ParentGroup;
12809
12810 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12811 return;
12812 if (group.IsAttachment)
12813 return;
12814
12815 if (frames.Data.Length > 0) // We are getting a new motion
12816 {
12817 if (group.RootPart.KeyframeMotion != null)
12818 group.RootPart.KeyframeMotion.Stop();
12819 group.RootPart.KeyframeMotion = null;
12820
12821 int idx = 0;
12822
12823 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12824 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12825
12826 while (idx < options.Data.Length)
12827 {
12828 int option = (int)options.GetLSLIntegerItem(idx++);
12829 int remain = options.Data.Length - idx;
12830
12831 switch (option)
12832 {
12833 case ScriptBaseClass.KFM_MODE:
12834 if (remain < 1)
12835 break;
12836 int modeval = (int)options.GetLSLIntegerItem(idx++);
12837 switch(modeval)
12838 {
12839 case ScriptBaseClass.KFM_FORWARD:
12840 mode = KeyframeMotion.PlayMode.Forward;
12841 break;
12842 case ScriptBaseClass.KFM_REVERSE:
12843 mode = KeyframeMotion.PlayMode.Reverse;
12844 break;
12845 case ScriptBaseClass.KFM_LOOP:
12846 mode = KeyframeMotion.PlayMode.Loop;
12847 break;
12848 case ScriptBaseClass.KFM_PING_PONG:
12849 mode = KeyframeMotion.PlayMode.PingPong;
12850 break;
12851 }
12852 break;
12853 case ScriptBaseClass.KFM_DATA:
12854 if (remain < 1)
12855 break;
12856 int dataval = (int)options.GetLSLIntegerItem(idx++);
12857 data = (KeyframeMotion.DataFormat)dataval;
12858 break;
12859 }
12860 }
12861
12862 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12863
12864 idx = 0;
12865
12866 int elemLength = 2;
12867 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12868 elemLength = 3;
12869
12870 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12871 while (idx < frames.Data.Length)
12872 {
12873 int remain = frames.Data.Length - idx;
12874
12875 if (remain < elemLength)
12876 break;
12877
12878 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12879 frame.Position = null;
12880 frame.Rotation = null;
12881
12882 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12883 {
12884 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12885 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12886 }
12887 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12888 {
12889 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12890 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12891 }
12892
12893 float tempf = (float)frames.GetLSLFloatItem(idx++);
12894 frame.TimeMS = (int)(tempf * 1000.0f);
12895
12896 keyframes.Add(frame);
12897 }
12898
12899 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12900 group.RootPart.KeyframeMotion.Start();
12901 }
12902 else
12903 {
12904 if (group.RootPart.KeyframeMotion == null)
12905 return;
12906
12907 if (options.Data.Length == 0)
12908 {
12909 group.RootPart.KeyframeMotion.Stop();
12910 return;
12911 }
12912
12913 int code = (int)options.GetLSLIntegerItem(0);
12914
12915 int idx = 0;
12916
12917 while (idx < options.Data.Length)
12918 {
12919 int option = (int)options.GetLSLIntegerItem(idx++);
12920 int remain = options.Data.Length - idx;
12921
12922 switch (option)
12923 {
12924 case ScriptBaseClass.KFM_COMMAND:
12925 int cmd = (int)options.GetLSLIntegerItem(idx++);
12926 switch (cmd)
12927 {
12928 case ScriptBaseClass.KFM_CMD_PLAY:
12929 group.RootPart.KeyframeMotion.Start();
12930 break;
12931 case ScriptBaseClass.KFM_CMD_STOP:
12932 group.RootPart.KeyframeMotion.Stop();
12933 break;
12934 case ScriptBaseClass.KFM_CMD_PAUSE:
12935 group.RootPart.KeyframeMotion.Pause();
12936 break;
12937 }
12938 break;
12939 }
12940 }
12941 }
12942 }
11213 } 12943 }
11214 12944
11215 public class NotecardCache 12945 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 3654106..bc20f71 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);
@@ -1788,6 +1797,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1788 1797
1789 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1798 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1790 { 1799 {
1800 m_host.TaskInventory.LockItemsForRead(true);
1791 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1792 { 1802 {
1793 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1803 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1795,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1795 assetID = item.AssetID; 1805 assetID = item.AssetID;
1796 } 1806 }
1797 } 1807 }
1808 m_host.TaskInventory.LockItemsForRead(false);
1798 } 1809 }
1799 1810
1800 if (assetID == UUID.Zero) 1811 if (assetID == UUID.Zero)
@@ -2266,7 +2277,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2266 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2277 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2267 m_host.AddScriptLPS(1); 2278 m_host.AddScriptLPS(1);
2268 2279
2269 return NpcCreate(firstname, lastname, position, notecard, false, false); 2280 return NpcCreate(firstname, lastname, position, notecard, true, false);
2270 } 2281 }
2271 2282
2272 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2283 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2277,24 +2288,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2277 return NpcCreate( 2288 return NpcCreate(
2278 firstname, lastname, position, notecard, 2289 firstname, lastname, position, notecard,
2279 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2290 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2280 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2291 false);
2292// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2281 } 2293 }
2282 2294
2283 private LSL_Key NpcCreate( 2295 private LSL_Key NpcCreate(
2284 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2296 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2285 { 2297 {
2298 if (!owned)
2299 OSSLError("Unowned NPCs are unsupported");
2300
2301 string groupTitle = String.Empty;
2302
2303 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2304 return new LSL_Key(UUID.Zero.ToString());
2305
2306 if (firstname != String.Empty || lastname != String.Empty)
2307 {
2308 if (firstname != "Shown outfit:")
2309 groupTitle = "- NPC -";
2310 }
2311
2286 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2312 INPCModule module = World.RequestModuleInterface<INPCModule>();
2287 if (module != null) 2313 if (module != null)
2288 { 2314 {
2289 AvatarAppearance appearance = null; 2315 AvatarAppearance appearance = null;
2290 2316
2291 UUID id; 2317// UUID id;
2292 if (UUID.TryParse(notecard, out id)) 2318// if (UUID.TryParse(notecard, out id))
2293 { 2319// {
2294 ScenePresence clonePresence = World.GetScenePresence(id); 2320// ScenePresence clonePresence = World.GetScenePresence(id);
2295 if (clonePresence != null) 2321// if (clonePresence != null)
2296 appearance = clonePresence.Appearance; 2322// appearance = clonePresence.Appearance;
2297 } 2323// }
2298 2324
2299 if (appearance == null) 2325 if (appearance == null)
2300 { 2326 {
@@ -2322,6 +2348,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2322 World, 2348 World,
2323 appearance); 2349 appearance);
2324 2350
2351 ScenePresence sp;
2352 if (World.TryGetScenePresence(x, out sp))
2353 {
2354 sp.Grouptitle = groupTitle;
2355 sp.SendAvatarDataToAllAgents();
2356 }
2325 return new LSL_Key(x.ToString()); 2357 return new LSL_Key(x.ToString());
2326 } 2358 }
2327 2359
@@ -2613,16 +2645,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2613 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2645 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2614 m_host.AddScriptLPS(1); 2646 m_host.AddScriptLPS(1);
2615 2647
2616 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2648 ManualResetEvent ev = new ManualResetEvent(false);
2617 if (module != null)
2618 {
2619 UUID npcId = new UUID(npc.m_string);
2620 2649
2621 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2650 Util.FireAndForget(delegate(object x) {
2622 return; 2651 try
2652 {
2653 INPCModule module = World.RequestModuleInterface<INPCModule>();
2654 if (module != null)
2655 {
2656 UUID npcId = new UUID(npc.m_string);
2623 2657
2624 module.DeleteNPC(npcId, World); 2658 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2625 } 2659 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2660 {
2661 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2662 return;
2663 }
2664
2665 module.DeleteNPC(npcId, World);
2666 }
2667 }
2668 finally
2669 {
2670 ev.Set();
2671 }
2672 });
2673 ev.WaitOne();
2626 } 2674 }
2627 2675
2628 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2676 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3262,4 +3310,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3262 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3310 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3263 } 3311 }
3264 } 3312 }
3265} \ No newline at end of file 3313}
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 d39b204..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);
@@ -355,6 +358,7 @@ 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);
@@ -378,6 +382,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
378 void llSetVehicleRotationParam(int param, LSL_Rotation rot); 382 void llSetVehicleRotationParam(int param, LSL_Rotation rot);
379 void llSetVehicleType(int type); 383 void llSetVehicleType(int type);
380 void llSetVehicleVectorParam(int param, LSL_Vector vec); 384 void llSetVehicleVectorParam(int param, LSL_Vector vec);
385 void llSetVelocity(LSL_Vector velocity, int local);
381 void llShout(int channelID, string text); 386 void llShout(int channelID, string text);
382 LSL_Float llSin(double f); 387 LSL_Float llSin(double f);
383 void llSitTarget(LSL_Vector offset, LSL_Rotation rot); 388 void llSitTarget(LSL_Vector offset, LSL_Rotation rot);
@@ -421,9 +426,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
421 LSL_Vector llWind(LSL_Vector offset); 426 LSL_Vector llWind(LSL_Vector offset);
422 LSL_String llXorBase64Strings(string str1, string str2); 427 LSL_String llXorBase64Strings(string str1, string str2);
423 LSL_String llXorBase64StringsCorrect(string str1, string str2); 428 LSL_String llXorBase64StringsCorrect(string str1, string str2);
424 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);
425 431
426 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 432 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
427 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);
428 } 435 }
429} 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 a0b3bc8..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);
@@ -1713,6 +1735,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1713 m_LSL_Functions.llSetVehicleVectorParam(param, vec); 1735 m_LSL_Functions.llSetVehicleVectorParam(param, vec);
1714 } 1736 }
1715 1737
1738 public void llSetVelocity(LSL_Vector velocity, int local)
1739 {
1740 m_LSL_Functions.llSetVelocity(velocity, local);
1741 }
1742
1716 public void llShout(int channelID, string text) 1743 public void llShout(int channelID, string text)
1717 { 1744 {
1718 m_LSL_Functions.llShout(channelID, text); 1745 m_LSL_Functions.llShout(channelID, text);
@@ -1963,9 +1990,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1963 return m_LSL_Functions.llClearLinkMedia(link, face); 1990 return m_LSL_Functions.llClearLinkMedia(link, face);
1964 } 1991 }
1965 1992
1966 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)
1967 { 2004 {
1968 m_LSL_Functions.print(str); 2005 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1969 } 2006 }
1970 } 2007 }
1971} 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 f1abd4b..8d92ba5 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;
@@ -222,13 +223,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
222 223
223 if (part != null) 224 if (part != null)
224 { 225 {
225 lock (part.TaskInventory) 226 part.TaskInventory.LockItemsForRead(true);
227 if (part.TaskInventory.ContainsKey(ItemID))
226 { 228 {
227 if (part.TaskInventory.ContainsKey(ItemID)) 229 ScriptTask = part.TaskInventory[ItemID];
228 {
229 ScriptTask = part.TaskInventory[ItemID];
230 }
231 } 230 }
231 part.TaskInventory.LockItemsForRead(false);
232 } 232 }
233 233
234 ApiManager am = new ApiManager(); 234 ApiManager am = new ApiManager();
@@ -424,14 +424,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
424 { 424 {
425 int permsMask; 425 int permsMask;
426 UUID permsGranter; 426 UUID permsGranter;
427 lock (part.TaskInventory) 427 part.TaskInventory.LockItemsForRead(true);
428 if (!part.TaskInventory.ContainsKey(ItemID))
428 { 429 {
429 if (!part.TaskInventory.ContainsKey(ItemID)) 430 part.TaskInventory.LockItemsForRead(false);
430 return; 431 return;
431
432 permsGranter = part.TaskInventory[ItemID].PermsGranter;
433 permsMask = part.TaskInventory[ItemID].PermsMask;
434 } 432 }
433 permsGranter = part.TaskInventory[ItemID].PermsGranter;
434 permsMask = part.TaskInventory[ItemID].PermsMask;
435 part.TaskInventory.LockItemsForRead(false);
435 436
436 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 437 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
437 { 438 {
@@ -559,6 +560,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
559 return true; 560 return true;
560 } 561 }
561 562
563 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
562 public void SetState(string state) 564 public void SetState(string state)
563 { 565 {
564 if (state == State) 566 if (state == State)
@@ -570,7 +572,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
570 new DetectParams[0])); 572 new DetectParams[0]));
571 PostEvent(new EventParams("state_entry", new Object[0], 573 PostEvent(new EventParams("state_entry", new Object[0],
572 new DetectParams[0])); 574 new DetectParams[0]));
573 575
574 throw new EventAbortException(); 576 throw new EventAbortException();
575 } 577 }
576 578
@@ -660,45 +662,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
660 /// <returns></returns> 662 /// <returns></returns>
661 public object EventProcessor() 663 public object EventProcessor()
662 { 664 {
665 EventParams data = null;
663 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 666 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
664 if (!Running) 667 if (!Running)
665 return 0; 668 return 0;
666 669
667 lock (m_Script)
668 {
669// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 670// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
670 671
671 if (Suspended) 672 if (Suspended)
672 return 0; 673 return 0;
673
674 EventParams data = null;
675 674
676 lock (EventQueue) 675 lock (EventQueue)
676 {
677 data = (EventParams) EventQueue.Dequeue();
678 if (data == null) // Shouldn't happen
677 { 679 {
678 data = (EventParams)EventQueue.Dequeue(); 680 if (EventQueue.Count > 0 && Running && !ShuttingDown)
679 if (data == null) // Shouldn't happen
680 { 681 {
681 if (EventQueue.Count > 0 && Running && !ShuttingDown) 682 m_CurrentWorkItem = Engine.QueueEventHandler(this);
682 {
683 m_CurrentWorkItem = Engine.QueueEventHandler(this);
684 }
685 else
686 {
687 m_CurrentWorkItem = null;
688 }
689 return 0;
690 } 683 }
691 684 else
692 if (data.EventName == "timer")
693 m_TimerQueued = false;
694 if (data.EventName == "control")
695 { 685 {
696 if (m_ControlEventsInQueue > 0) 686 m_CurrentWorkItem = null;
697 m_ControlEventsInQueue--;
698 } 687 }
699 if (data.EventName == "collision") 688 return 0;
700 m_CollisionInQueue = false;
701 } 689 }
690
691 if (data.EventName == "timer")
692 m_TimerQueued = false;
693 if (data.EventName == "control")
694 {
695 if (m_ControlEventsInQueue > 0)
696 m_ControlEventsInQueue--;
697 }
698 if (data.EventName == "collision")
699 m_CollisionInQueue = false;
700 }
701
702 lock(m_Script)
703 {
702 704
703// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 705// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
704 706
@@ -853,6 +855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
853 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 855 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
854 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 856 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
855 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 857 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
858 part.CollisionSound = UUID.Zero;
856 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 859 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
857 EventQueue.Clear(); 860 EventQueue.Clear();
858 m_Script.ResetVars(); 861 m_Script.ResetVars();
@@ -867,6 +870,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
867 new Object[0], new DetectParams[0])); 870 new Object[0], new DetectParams[0]));
868 } 871 }
869 872
873 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
870 public void ApiResetScript() 874 public void ApiResetScript()
871 { 875 {
872 // bool running = Running; 876 // bool running = Running;
@@ -878,6 +882,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
878 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 882 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
879 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 883 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
880 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 884 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
885 part.CollisionSound = UUID.Zero;
881 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 886 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
882 887
883 EventQueue.Clear(); 888 EventQueue.Clear();
@@ -898,10 +903,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
898 903
899 public Dictionary<string, object> GetVars() 904 public Dictionary<string, object> GetVars()
900 { 905 {
901 if (m_Script != null) 906 return m_Script.GetVars();
902 return m_Script.GetVars();
903 else
904 return new Dictionary<string, object>();
905 } 907 }
906 908
907 public void SetVars(Dictionary<string, object> vars) 909 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 20fad05..d763063 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;
@@ -126,6 +127,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
126 private Dictionary<UUID, IScriptInstance> m_Scripts = 127 private Dictionary<UUID, IScriptInstance> m_Scripts =
127 new Dictionary<UUID, IScriptInstance>(); 128 new Dictionary<UUID, IScriptInstance>();
128 129
130 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
131
129 // Maps the asset ID to the assembly 132 // Maps the asset ID to the assembly
130 133
131 private Dictionary<UUID, string> m_Assemblies = 134 private Dictionary<UUID, string> m_Assemblies =
@@ -148,6 +151,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
148 IWorkItemResult m_CurrentCompile = null; 151 IWorkItemResult m_CurrentCompile = null;
149 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 152 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
150 153
154 private void lockScriptsForRead(bool locked)
155 {
156 if (locked)
157 {
158 if (m_scriptsLock.RecursiveReadCount > 0)
159 {
160 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.");
161 m_scriptsLock.ExitReadLock();
162 }
163 if (m_scriptsLock.RecursiveWriteCount > 0)
164 {
165 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
166 m_scriptsLock.ExitWriteLock();
167 }
168
169 while (!m_scriptsLock.TryEnterReadLock(60000))
170 {
171 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.");
172 if (m_scriptsLock.IsWriteLockHeld)
173 {
174 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
175 }
176 }
177 }
178 else
179 {
180 if (m_scriptsLock.RecursiveReadCount > 0)
181 {
182 m_scriptsLock.ExitReadLock();
183 }
184 }
185 }
186 private void lockScriptsForWrite(bool locked)
187 {
188 if (locked)
189 {
190 if (m_scriptsLock.RecursiveReadCount > 0)
191 {
192 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.");
193 m_scriptsLock.ExitReadLock();
194 }
195 if (m_scriptsLock.RecursiveWriteCount > 0)
196 {
197 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
198 m_scriptsLock.ExitWriteLock();
199 }
200
201 while (!m_scriptsLock.TryEnterWriteLock(60000))
202 {
203 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.");
204 if (m_scriptsLock.IsWriteLockHeld)
205 {
206 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
207 }
208 }
209 }
210 else
211 {
212 if (m_scriptsLock.RecursiveWriteCount > 0)
213 {
214 m_scriptsLock.ExitWriteLock();
215 }
216 }
217 }
218
151 public string ScriptEngineName 219 public string ScriptEngineName
152 { 220 {
153 get { return "XEngine"; } 221 get { return "XEngine"; }
@@ -574,52 +642,57 @@ namespace OpenSim.Region.ScriptEngine.XEngine
574 { 642 {
575 if (!m_Enabled) 643 if (!m_Enabled)
576 return; 644 return;
645 lockScriptsForRead(true);
577 646
578 lock (m_Scripts) 647 List<IScriptInstance> instancesToDel = new List<IScriptInstance>(m_Scripts.Values);
579 {
580 m_log.InfoFormat(
581 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
582 648
583 foreach (IScriptInstance instance in m_Scripts.Values) 649// foreach (IScriptInstance instance in m_Scripts.Values)
650 foreach (IScriptInstance instance in instancesToDel)
651 {
652 // Force a final state save
653 //
654 if (m_Assemblies.ContainsKey(instance.AssetID))
584 { 655 {
585 // Force a final state save 656 string assembly = m_Assemblies[instance.AssetID];
586 // 657 instance.SaveState(assembly);
587 if (m_Assemblies.ContainsKey(instance.AssetID)) 658 }
588 {
589 string assembly = m_Assemblies[instance.AssetID];
590 instance.SaveState(assembly);
591 }
592 659
593 // Clear the event queue and abort the instance thread 660 // Clear the event queue and abort the instance thread
594 // 661 //
595 instance.ClearQueue(); 662 instance.ClearQueue();
596 instance.Stop(0); 663 instance.Stop(0);
597 664
598 // Release events, timer, etc 665 // Release events, timer, etc
599 // 666 //
600 instance.DestroyScriptInstance(); 667 instance.DestroyScriptInstance();
601 668
602 // Unload scripts and app domains. 669 // Unload scripts and app domains
603 // Must be done explicitly because they have infinite 670 // Must be done explicitly because they have infinite
604 // lifetime. 671 // lifetime
605 // However, don't bother to do this if the simulator is shutting 672 //
606 // down since it takes a long time with many scripts. 673// if (!m_SimulatorShuttingDown)
607 if (!m_SimulatorShuttingDown) 674 {
675 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
676 if (m_DomainScripts[instance.AppDomain].Count == 0)
608 { 677 {
609 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 678 m_DomainScripts.Remove(instance.AppDomain);
610 if (m_DomainScripts[instance.AppDomain].Count == 0) 679 UnloadAppDomain(instance.AppDomain);
611 {
612 m_DomainScripts.Remove(instance.AppDomain);
613 UnloadAppDomain(instance.AppDomain);
614 }
615 } 680 }
616 } 681 }
617 682
618 m_Scripts.Clear(); 683// m_Scripts.Clear();
619 m_PrimObjects.Clear(); 684// m_PrimObjects.Clear();
620 m_Assemblies.Clear(); 685// m_Assemblies.Clear();
621 m_DomainScripts.Clear(); 686// m_DomainScripts.Clear();
622 } 687 }
688 lockScriptsForRead(false);
689 lockScriptsForWrite(true);
690 m_Scripts.Clear();
691 lockScriptsForWrite(false);
692 m_PrimObjects.Clear();
693 m_Assemblies.Clear();
694 m_DomainScripts.Clear();
695
623 lock (m_ScriptEngines) 696 lock (m_ScriptEngines)
624 { 697 {
625 m_ScriptEngines.Remove(this); 698 m_ScriptEngines.Remove(this);
@@ -684,22 +757,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
684 757
685 List<IScriptInstance> instances = new List<IScriptInstance>(); 758 List<IScriptInstance> instances = new List<IScriptInstance>();
686 759
687 lock (m_Scripts) 760 lockScriptsForRead(true);
688 { 761 foreach (IScriptInstance instance in m_Scripts.Values)
689 foreach (IScriptInstance instance in m_Scripts.Values)
690 instances.Add(instance); 762 instances.Add(instance);
691 } 763 lockScriptsForRead(false);
692 764
693 foreach (IScriptInstance i in instances) 765 foreach (IScriptInstance i in instances)
694 { 766 {
695 string assembly = String.Empty; 767 string assembly = String.Empty;
696 768
697 lock (m_Scripts) 769
698 {
699 if (!m_Assemblies.ContainsKey(i.AssetID)) 770 if (!m_Assemblies.ContainsKey(i.AssetID))
700 continue; 771 continue;
701 assembly = m_Assemblies[i.AssetID]; 772 assembly = m_Assemblies[i.AssetID];
702 } 773
703 774
704 i.SaveState(assembly); 775 i.SaveState(assembly);
705 } 776 }
@@ -1086,96 +1157,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1086 } 1157 }
1087 1158
1088 ScriptInstance instance = null; 1159 ScriptInstance instance = null;
1089 lock (m_Scripts) 1160 // Create the object record
1161 lockScriptsForRead(true);
1162 if ((!m_Scripts.ContainsKey(itemID)) ||
1163 (m_Scripts[itemID].AssetID != assetID))
1090 { 1164 {
1091 // Create the object record 1165 lockScriptsForRead(false);
1092 if ((!m_Scripts.ContainsKey(itemID)) || 1166
1093 (m_Scripts[itemID].AssetID != assetID)) 1167 UUID appDomain = assetID;
1094 {
1095 UUID appDomain = assetID;
1096 1168
1097 if (part.ParentGroup.IsAttachment) 1169 if (part.ParentGroup.IsAttachment)
1098 appDomain = part.ParentGroup.RootPart.UUID; 1170 appDomain = part.ParentGroup.RootPart.UUID;
1099 1171
1100 if (!m_AppDomains.ContainsKey(appDomain)) 1172 if (!m_AppDomains.ContainsKey(appDomain))
1173 {
1174 try
1101 { 1175 {
1102 try 1176 AppDomainSetup appSetup = new AppDomainSetup();
1103 { 1177 appSetup.PrivateBinPath = Path.Combine(
1104 AppDomainSetup appSetup = new AppDomainSetup(); 1178 m_ScriptEnginesPath,
1105 appSetup.PrivateBinPath = Path.Combine( 1179 m_Scene.RegionInfo.RegionID.ToString());
1106 m_ScriptEnginesPath,
1107 m_Scene.RegionInfo.RegionID.ToString());
1108 1180
1109 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1181 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1110 Evidence evidence = new Evidence(baseEvidence); 1182 Evidence evidence = new Evidence(baseEvidence);
1111 1183
1112 AppDomain sandbox; 1184 AppDomain sandbox;
1113 if (m_AppDomainLoading) 1185 if (m_AppDomainLoading)
1114 { 1186 {
1115 sandbox = AppDomain.CreateDomain( 1187 sandbox = AppDomain.CreateDomain(
1116 m_Scene.RegionInfo.RegionID.ToString(), 1188 m_Scene.RegionInfo.RegionID.ToString(),
1117 evidence, appSetup); 1189 evidence, appSetup);
1118 sandbox.AssemblyResolve += 1190 m_AppDomains[appDomain].AssemblyResolve +=
1119 new ResolveEventHandler( 1191 new ResolveEventHandler(
1120 AssemblyResolver.OnAssemblyResolve); 1192 AssemblyResolver.OnAssemblyResolve);
1121 }
1122 else
1123 {
1124 sandbox = AppDomain.CurrentDomain;
1125 }
1126
1127 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1128 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1129 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1130 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1131 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1132 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1133 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1134
1135 m_AppDomains[appDomain] = sandbox;
1136
1137 m_DomainScripts[appDomain] = new List<UUID>();
1138 } 1193 }
1139 catch (Exception e) 1194 else
1140 { 1195 {
1141 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1196 sandbox = AppDomain.CurrentDomain;
1142 m_ScriptErrorMessage += "Exception creating app domain:\n";
1143 m_ScriptFailCount++;
1144 lock (m_AddingAssemblies)
1145 {
1146 m_AddingAssemblies[assembly]--;
1147 }
1148 return false;
1149 } 1197 }
1150 }
1151 m_DomainScripts[appDomain].Add(itemID);
1152
1153 instance = new ScriptInstance(this, part,
1154 itemID, assetID, assembly,
1155 m_AppDomains[appDomain],
1156 part.ParentGroup.RootPart.Name,
1157 item.Name, startParam, postOnRez,
1158 stateSource, m_MaxScriptQueue);
1159
1160// if (DebugLevel >= 1)
1161 m_log.DebugFormat(
1162 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1163 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1164 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1165 1198
1166 if (presence != null) 1199 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1200 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1201 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1202 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1203 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1204 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1205 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1206
1207 m_AppDomains[appDomain] = sandbox;
1208
1209 m_DomainScripts[appDomain] = new List<UUID>();
1210 }
1211 catch (Exception e)
1167 { 1212 {
1168 ShowScriptSaveResponse(item.OwnerID, 1213 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1169 assetID, "Compile successful", true); 1214 m_ScriptErrorMessage += "Exception creating app domain:\n";
1215 m_ScriptFailCount++;
1216 lock (m_AddingAssemblies)
1217 {
1218 m_AddingAssemblies[assembly]--;
1219 }
1220 return false;
1170 } 1221 }
1222 }
1223 m_DomainScripts[appDomain].Add(itemID);
1224
1225 instance = new ScriptInstance(this, part,
1226 itemID, assetID, assembly,
1227 m_AppDomains[appDomain],
1228 part.ParentGroup.RootPart.Name,
1229 item.Name, startParam, postOnRez,
1230 stateSource, m_MaxScriptQueue);
1231
1232 m_log.DebugFormat(
1233 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1234 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1235 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1171 1236
1172 instance.AppDomain = appDomain; 1237 if (presence != null)
1173 instance.LineMap = linemap; 1238 {
1174 1239 ShowScriptSaveResponse(item.OwnerID,
1175 m_Scripts[itemID] = instance; 1240 assetID, "Compile successful", true);
1176 } 1241 }
1177 }
1178 1242
1243 instance.AppDomain = appDomain;
1244 instance.LineMap = linemap;
1245 lockScriptsForWrite(true);
1246 m_Scripts[itemID] = instance;
1247 lockScriptsForWrite(false);
1248 }
1249 else
1250 {
1251 lockScriptsForRead(false);
1252 }
1179 lock (m_PrimObjects) 1253 lock (m_PrimObjects)
1180 { 1254 {
1181 if (!m_PrimObjects.ContainsKey(localID)) 1255 if (!m_PrimObjects.ContainsKey(localID))
@@ -1193,9 +1267,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1193 m_AddingAssemblies[assembly]--; 1267 m_AddingAssemblies[assembly]--;
1194 } 1268 }
1195 1269
1196 if (instance != null) 1270 if (instance!=null)
1197 instance.Init(); 1271 instance.Init();
1198 1272
1199 return true; 1273 return true;
1200 } 1274 }
1201 1275
@@ -1208,18 +1282,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1208 m_CompileDict.Remove(itemID); 1282 m_CompileDict.Remove(itemID);
1209 } 1283 }
1210 1284
1211 IScriptInstance instance = null; 1285 lockScriptsForRead(true);
1212 1286 // Do we even have it?
1213 lock (m_Scripts) 1287 if (!m_Scripts.ContainsKey(itemID))
1214 { 1288 {
1215 // Do we even have it? 1289 // Do we even have it?
1216 if (!m_Scripts.ContainsKey(itemID)) 1290 if (!m_Scripts.ContainsKey(itemID))
1217 return; 1291 return;
1218 1292
1219 instance = m_Scripts[itemID]; 1293 lockScriptsForRead(false);
1294 lockScriptsForWrite(true);
1220 m_Scripts.Remove(itemID); 1295 m_Scripts.Remove(itemID);
1296 lockScriptsForWrite(false);
1297
1298 return;
1221 } 1299 }
1300
1222 1301
1302 IScriptInstance instance=m_Scripts[itemID];
1303 lockScriptsForRead(false);
1304 lockScriptsForWrite(true);
1305 m_Scripts.Remove(itemID);
1306 lockScriptsForWrite(false);
1223 instance.ClearQueue(); 1307 instance.ClearQueue();
1224 1308
1225 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1309 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1258,8 +1342,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1258 1342
1259 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1343 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1260 if (handlerObjectRemoved != null) 1344 if (handlerObjectRemoved != null)
1261 handlerObjectRemoved(instance.ObjectID); 1345 {
1346 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1347 handlerObjectRemoved(part.UUID);
1348 }
1262 1349
1350 CleanAssemblies();
1351
1263 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1352 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1264 if (handlerScriptRemoved != null) 1353 if (handlerScriptRemoved != null)
1265 handlerScriptRemoved(itemID); 1354 handlerScriptRemoved(itemID);
@@ -1520,12 +1609,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1520 private IScriptInstance GetInstance(UUID itemID) 1609 private IScriptInstance GetInstance(UUID itemID)
1521 { 1610 {
1522 IScriptInstance instance; 1611 IScriptInstance instance;
1523 lock (m_Scripts) 1612 lockScriptsForRead(true);
1613 if (!m_Scripts.ContainsKey(itemID))
1524 { 1614 {
1525 if (!m_Scripts.ContainsKey(itemID)) 1615 lockScriptsForRead(false);
1526 return null; 1616 return null;
1527 instance = m_Scripts[itemID];
1528 } 1617 }
1618 instance = m_Scripts[itemID];
1619 lockScriptsForRead(false);
1529 return instance; 1620 return instance;
1530 } 1621 }
1531 1622
@@ -1556,6 +1647,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1556 return false; 1647 return false;
1557 } 1648 }
1558 1649
1650 [DebuggerNonUserCode]
1559 public void ApiResetScript(UUID itemID) 1651 public void ApiResetScript(UUID itemID)
1560 { 1652 {
1561 IScriptInstance instance = GetInstance(itemID); 1653 IScriptInstance instance = GetInstance(itemID);
@@ -1611,6 +1703,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1611 return UUID.Zero; 1703 return UUID.Zero;
1612 } 1704 }
1613 1705
1706 [DebuggerNonUserCode]
1614 public void SetState(UUID itemID, string newState) 1707 public void SetState(UUID itemID, string newState)
1615 { 1708 {
1616 IScriptInstance instance = GetInstance(itemID); 1709 IScriptInstance instance = GetInstance(itemID);
@@ -1633,11 +1726,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1633 1726
1634 List<IScriptInstance> instances = new List<IScriptInstance>(); 1727 List<IScriptInstance> instances = new List<IScriptInstance>();
1635 1728
1636 lock (m_Scripts) 1729 lockScriptsForRead(true);
1637 { 1730 foreach (IScriptInstance instance in m_Scripts.Values)
1638 foreach (IScriptInstance instance in m_Scripts.Values)
1639 instances.Add(instance); 1731 instances.Add(instance);
1640 } 1732 lockScriptsForRead(false);
1641 1733
1642 foreach (IScriptInstance i in instances) 1734 foreach (IScriptInstance i in instances)
1643 { 1735 {