aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region')
-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.cs159
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs8
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1079
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs105
-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/Archiver/InventoryArchiveWriteRequest.cs5
-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.cs212
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs119
-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.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs77
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs70
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs30
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs347
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs684
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs293
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1150
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1112
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs420
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-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.cs15
-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.cs21
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs45
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4082
-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.cs38
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs29
-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.cs26
-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.cs1454
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs993
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3725
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1960
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2356
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3166
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-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.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs41
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs364
143 files changed, 37857 insertions, 3777 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 59b6b21..fb1e831 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 // ...and close on our side 484 // ...and close on our side
485 presence.Scene.IncomingCloseAgent(presence.UUID); 485 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1201,7 +1201,7 @@ namespace OpenSim
1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1202 } 1202 }
1203 } 1203 }
1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1205 } 1205 }
1206 else 1206 else
1207 { 1207 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 5de3f25..ddc7f10 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 8ec2f20..ef6dedb 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
@@ -186,7 +189,14 @@ namespace OpenSim.Region.ClientStack.Linden
186 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 189 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
187 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 190 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
188 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard)); 191 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard));
189 192 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
193 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
194 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
195 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
196 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
197 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
198
199
190 // As of RC 1.22.9 of the Linden client this is 200 // As of RC 1.22.9 of the Linden client this is
191 // supported 201 // supported
192 202
@@ -819,6 +829,151 @@ namespace OpenSim.Region.ClientStack.Linden
819 response["int_response_code"] = 200; 829 response["int_response_code"] = 200;
820 return LLSDHelpers.SerialiseLLSDReply(response); 830 return LLSDHelpers.SerialiseLLSDReply(response);
821 } 831 }
832
833 public string GetObjectPhysicsData(string request, string path,
834 string param, IOSHttpRequest httpRequest,
835 IOSHttpResponse httpResponse)
836 {
837 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
838 OSDMap resp = new OSDMap();
839 OSDArray object_ids = (OSDArray)req["object_ids"];
840
841 for (int i = 0 ; i < object_ids.Count ; i++)
842 {
843 UUID uuid = object_ids[i].AsUUID();
844
845 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
846 if (obj != null)
847 {
848 OSDMap object_data = new OSDMap();
849
850 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
851 object_data["Density"] = obj.Density;
852 object_data["Friction"] = obj.Friction;
853 object_data["Restitution"] = obj.Bounciness;
854 object_data["GravityMultiplier"] = obj.GravityModifier;
855
856 resp[uuid.ToString()] = object_data;
857 }
858 }
859
860 string response = OSDParser.SerializeLLSDXmlString(resp);
861 return response;
862 }
863
864 public string GetObjectCost(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
871 OSDArray object_ids = (OSDArray)req["object_ids"];
872
873 for (int i = 0; i < object_ids.Count; i++)
874 {
875 UUID uuid = object_ids[i].AsUUID();
876
877 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
878
879 if (part != null)
880 {
881 SceneObjectGroup grp = part.ParentGroup;
882 if (grp != null)
883 {
884 float linksetCost;
885 float linksetPhysCost;
886 float partCost;
887 float partPhysCost;
888
889 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
890
891 OSDMap object_data = new OSDMap();
892 object_data["linked_set_resource_cost"] = linksetCost;
893 object_data["resource_cost"] = partCost;
894 object_data["physics_cost"] = partPhysCost;
895 object_data["linked_set_physics_cost"] = linksetPhysCost;
896
897 resp[uuid.ToString()] = object_data;
898 }
899 }
900 }
901
902 string response = OSDParser.SerializeLLSDXmlString(resp);
903 return response;
904 }
905
906 public string ResourceCostSelected(string request, string path,
907 string param, IOSHttpRequest httpRequest,
908 IOSHttpResponse httpResponse)
909 {
910 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
911 OSDMap resp = new OSDMap();
912
913
914 float phys=0;
915 float stream=0;
916 float simul=0;
917
918 if (req.ContainsKey("selected_roots"))
919 {
920 OSDArray object_ids = (OSDArray)req["selected_roots"];
921
922 // should go by SOG suming costs for all parts
923 // ll v3 works ok with several objects select we get the list and adds ok
924 // FS calls per object so results are wrong guess fs bug
925 for (int i = 0; i < object_ids.Count; i++)
926 {
927 UUID uuid = object_ids[i].AsUUID();
928 float Physc;
929 float simulc;
930 float streamc;
931
932 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
933 if (grp != null)
934 {
935 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
936 phys += Physc;
937 stream += streamc;
938 simul += simulc;
939 }
940 }
941 }
942 else if (req.ContainsKey("selected_prims"))
943 {
944 OSDArray object_ids = (OSDArray)req["selected_prims"];
945
946 // don't see in use in any of the 2 viewers
947 // guess it should be for edit linked but... nothing
948 // should go to SOP per part
949 for (int i = 0; i < object_ids.Count; i++)
950 {
951 UUID uuid = object_ids[i].AsUUID();
952
953 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
954 if (part != null)
955 {
956 phys += part.PhysicsCost;
957 stream += part.StreamingCost;
958 simul += part.SimulationCost;
959 }
960 }
961 }
962
963 if (simul != 0)
964 {
965 OSDMap object_data = new OSDMap();
966
967 object_data["physics"] = phys;
968 object_data["streaming"] = stream;
969 object_data["simulation"] = simul;
970
971 resp["selected"] = object_data;
972 }
973
974 string response = OSDParser.SerializeLLSDXmlString(resp);
975 return response;
976 }
822 } 977 }
823 978
824 public class AssetUploader 979 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 7c07c56..a91b02c 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -805,5 +805,13 @@ namespace OpenSim.Region.ClientStack.Linden
805 { 805 {
806 return EventQueueHelper.BuildEvent(eventName, eventBody); 806 return EventQueueHelper.BuildEvent(eventName, eventBody);
807 } 807 }
808
809 public void partPhysicsProperties(uint localID, byte physhapetype,
810 float density, float friction, float bounce, float gravmod,UUID avatarID)
811 {
812 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
813 density, friction, bounce, gravmod);
814 Enqueue(item, avatarID);
815 }
808 } 816 }
809} 817}
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 3470fa9..3118613 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 126 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 127 public event UpdatePrimTexture OnUpdatePrimTexture;
128 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 129 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 130 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 131 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 159 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 160 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 161 public event CopyInventoryItem OnCopyInventoryItem;
162 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 163 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 164 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 165 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +258,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 258 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 259 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 260 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 261 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 262 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 263 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 264 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 289 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 290 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 291 public event SendPostcard OnSendPostcard;
292 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 293 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 294 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 295 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 340 /// ownerless phantom.
338 /// 341 ///
339 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 343 ///
341 /// </value> 344 /// </value>
342 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -344,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
345 348
346 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -383,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 387 get { return m_startpos; }
384 set { m_startpos = value; } 388 set { m_startpos = value; }
385 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
386 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 399 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -485,18 +497,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 497
486 #region Client Methods 498 #region Client Methods
487 499
500
488 /// <summary> 501 /// <summary>
489 /// Shut down the client view 502 /// Shut down the client view
490 /// </summary> 503 /// </summary>
491 public void Close() 504 public void Close()
492 { 505 {
506 Close(true);
507 }
508
509 /// <summary>
510 /// Shut down the client view
511 /// </summary>
512 public void Close(bool sendStop)
513 {
493 m_log.DebugFormat( 514 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 515 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 516 Name, m_scene.RegionInfo.RegionName);
496 517
497 // Send the STOP packet 518 if (sendStop)
498 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 519 {
499 OutPacket(disable, ThrottleOutPacketType.Unknown); 520 // Send the STOP packet
521 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
522 OutPacket(disable, ThrottleOutPacketType.Unknown);
523 }
500 524
501 IsActive = false; 525 IsActive = false;
502 526
@@ -796,7 +820,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 820 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 821 reply.ChatData.SourceID = fromAgentID;
798 822
799 OutPacket(reply, ThrottleOutPacketType.Task); 823 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 824 }
801 825
802 /// <summary> 826 /// <summary>
@@ -1082,6 +1106,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1106 public virtual void SendLayerData(float[] map)
1083 { 1107 {
1084 Util.FireAndForget(DoSendLayerData, map); 1108 Util.FireAndForget(DoSendLayerData, map);
1109
1110 // Send it sync, and async. It's not that much data
1111 // and it improves user experience just so much!
1112 DoSendLayerData(map);
1085 } 1113 }
1086 1114
1087 /// <summary> 1115 /// <summary>
@@ -1094,16 +1122,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1122
1095 try 1123 try
1096 { 1124 {
1097 //for (int y = 0; y < 16; y++) 1125 for (int y = 0; y < 16; y++)
1098 //{ 1126 {
1099 // for (int x = 0; x < 16; x++) 1127 for (int x = 0; x < 16; x+=4)
1100 // { 1128 {
1101 // SendLayerData(x, y, map); 1129 SendLayerPacket(x, y, map);
1102 // } 1130 }
1103 //} 1131 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1132 }
1108 catch (Exception e) 1133 catch (Exception e)
1109 { 1134 {
@@ -1111,51 +1136,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1136 }
1112 } 1137 }
1113 1138
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1139 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1140 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1141 /// </summary>
1145 /// <param name="map">heightmap</param> 1142 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1143 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1144 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1145 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1146 {
1150 // int[] patches = new int[4]; 1147 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1148 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1149 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1150 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1151 patches[3] = x + 3 + y * 16;
1155 1152
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1153 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 map :
1158 // } 1155 LLHeightFieldMoronize(map);
1156
1157 try
1158 {
1159 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1160 OutPacket(layerpack, ThrottleOutPacketType.Land);
1161 }
1162 catch
1163 {
1164 for (int px = x ; px < x + 4 ; px++)
1165 SendLayerData(px, y, map);
1166 }
1167 }
1159 1168
1160 /// <summary> 1169 /// <summary>
1161 /// Sends a specified patch to a client 1170 /// Sends a specified patch to a client
@@ -1175,7 +1184,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1184 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1185 layerpack.Header.Reliable = true;
1177 1186
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1187 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1188 }
1180 catch (Exception e) 1189 catch (Exception e)
1181 { 1190 {
@@ -1538,7 +1547,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1538 1547
1539 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1548 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1549 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1550// foreach (uint id in localIDs)
1551// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1542 1552
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1553 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1554 // TODO: don't create new blocks if recycling an old packet
@@ -2299,6 +2309,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2299 OutPacket(sound, ThrottleOutPacketType.Task); 2309 OutPacket(sound, ThrottleOutPacketType.Task);
2300 } 2310 }
2301 2311
2312 public void SendTransferAbort(TransferRequestPacket transferRequest)
2313 {
2314 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2315 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2316 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2317 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2318 OutPacket(abort, ThrottleOutPacketType.Task);
2319 }
2320
2302 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2321 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2303 { 2322 {
2304 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2323 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2591,6 +2610,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2591 } 2610 }
2592 } 2611 }
2593 2612
2613 public void SendPartPhysicsProprieties(ISceneEntity entity)
2614 {
2615 SceneObjectPart part = (SceneObjectPart)entity;
2616 if (part != null && AgentId != UUID.Zero)
2617 {
2618 try
2619 {
2620 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2621 if (eq != null)
2622 {
2623 uint localid = part.LocalId;
2624 byte physshapetype = part.PhysicsShapeType;
2625 float density = part.Density;
2626 float friction = part.Friction;
2627 float bounce = part.Bounciness;
2628 float gravmod = part.GravityModifier;
2629
2630 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2631 }
2632 }
2633 catch (Exception ex)
2634 {
2635 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2636 }
2637 part.UpdatePhysRequired = false;
2638 }
2639 }
2640
2641
2594 2642
2595 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2643 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2596 { 2644 {
@@ -2746,7 +2794,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2746 reply.Data.ParcelID = parcelID; 2794 reply.Data.ParcelID = parcelID;
2747 reply.Data.OwnerID = land.OwnerID; 2795 reply.Data.OwnerID = land.OwnerID;
2748 reply.Data.Name = Utils.StringToBytes(land.Name); 2796 reply.Data.Name = Utils.StringToBytes(land.Name);
2749 reply.Data.Desc = Utils.StringToBytes(land.Description); 2797 if (land != null && land.Description != null && land.Description != String.Empty)
2798 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2799 else
2800 reply.Data.Desc = new Byte[0];
2750 reply.Data.ActualArea = land.Area; 2801 reply.Data.ActualArea = land.Area;
2751 reply.Data.BillableArea = land.Area; // TODO: what is this? 2802 reply.Data.BillableArea = land.Area; // TODO: what is this?
2752 2803
@@ -3609,7 +3660,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3609 /// </summary> 3660 /// </summary>
3610 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3661 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3611 { 3662 {
3612 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3663 if (entity is SceneObjectPart)
3664 {
3665 SceneObjectPart e = (SceneObjectPart)entity;
3666 SceneObjectGroup g = e.ParentGroup;
3667 if (g.RootPart.Shape.State > 30) // HUD
3668 if (g.OwnerID != AgentId)
3669 return; // Don't send updates for other people's HUDs
3670 }
3671
3613 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3672 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3614 3673
3615 lock (m_entityUpdates.SyncRoot) 3674 lock (m_entityUpdates.SyncRoot)
@@ -3676,211 +3735,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3676 3735
3677 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3736 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3678 // condition where a kill can be processed before an out-of-date update for the same object. 3737 // condition where a kill can be processed before an out-of-date update for the same object.
3679 lock (m_killRecord) 3738 float avgTimeDilation = 1.0f;
3739 IEntityUpdate iupdate;
3740 Int32 timeinqueue; // this is just debugging code & can be dropped later
3741
3742 while (updatesThisCall < maxUpdates)
3680 { 3743 {
3681 float avgTimeDilation = 1.0f; 3744 lock (m_entityUpdates.SyncRoot)
3682 IEntityUpdate iupdate; 3745 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3683 Int32 timeinqueue; // this is just debugging code & can be dropped later 3746 break;
3684
3685 while (updatesThisCall < maxUpdates)
3686 {
3687 lock (m_entityUpdates.SyncRoot)
3688 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3689 break;
3690 3747
3691 EntityUpdate update = (EntityUpdate)iupdate; 3748 EntityUpdate update = (EntityUpdate)iupdate;
3692 3749
3693 avgTimeDilation += update.TimeDilation; 3750 avgTimeDilation += update.TimeDilation;
3694 avgTimeDilation *= 0.5f; 3751 avgTimeDilation *= 0.5f;
3695 3752
3696 if (update.Entity is SceneObjectPart) 3753 if (update.Entity is SceneObjectPart)
3754 {
3755 SceneObjectPart part = (SceneObjectPart)update.Entity;
3756
3757 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3758 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3759 // safety measure.
3760 //
3761 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3762 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3763 // updates and kills on different threads with different scheduling strategies, hence this protection.
3764 //
3765 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3766 // after the root prim has been deleted.
3767 lock (m_killRecord)
3697 { 3768 {
3698 SceneObjectPart part = (SceneObjectPart)update.Entity;
3699
3700 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3701 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3702 // safety measure.
3703 //
3704 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3705 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3706 // updates and kills on different threads with different scheduling strategies, hence this protection.
3707 //
3708 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3709 // after the root prim has been deleted.
3710 if (m_killRecord.Contains(part.LocalId)) 3769 if (m_killRecord.Contains(part.LocalId))
3711 {
3712 // m_log.WarnFormat(
3713 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3714 // part.LocalId, Name);
3715 continue; 3770 continue;
3716 } 3771 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3717 3772 continue;
3718 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3773 }
3774
3775 if (part.ParentGroup.IsDeleted)
3776 continue;
3777
3778 if (part.ParentGroup.IsAttachment)
3779 { // Someone else's HUD, why are we getting these?
3780 if (part.ParentGroup.OwnerID != AgentId &&
3781 part.ParentGroup.RootPart.Shape.State >= 30)
3782 continue;
3783 ScenePresence sp;
3784 // Owner is not in the sim, don't update it to
3785 // anyone
3786 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3787 continue;
3788
3789 List<SceneObjectGroup> atts = sp.GetAttachments();
3790 bool found = false;
3791 foreach (SceneObjectGroup att in atts)
3719 { 3792 {
3720 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3793 if (att == part.ParentGroup)
3721 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3722 { 3794 {
3723 part.Shape.LightEntry = false; 3795 found = true;
3796 break;
3724 } 3797 }
3725 } 3798 }
3799
3800 // It's an attachment of a valid avatar, but
3801 // doesn't seem to be attached, skip
3802 if (!found)
3803 continue;
3804
3805 // On vehicle crossing, the attachments are received
3806 // while the avatar is still a child. Don't send
3807 // updates here because the LocalId has not yet
3808 // been updated and the viewer will derender the
3809 // attachments until the avatar becomes root.
3810 if (sp.IsChildAgent)
3811 continue;
3726 } 3812 }
3727 3813 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3728 ++updatesThisCall;
3729
3730 #region UpdateFlags to packet type conversion
3731
3732 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3733
3734 bool canUseCompressed = true;
3735 bool canUseImproved = true;
3736
3737 // Compressed object updates only make sense for LL primitives
3738 if (!(update.Entity is SceneObjectPart))
3739 {
3740 canUseCompressed = false;
3741 }
3742
3743 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3744 {
3745 canUseCompressed = false;
3746 canUseImproved = false;
3747 }
3748 else
3749 { 3814 {
3750 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3815 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3751 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3816 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3752 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3753 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3754 {
3755 canUseCompressed = false;
3756 }
3757
3758 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3772 { 3817 {
3773 canUseImproved = false; 3818 part.Shape.LightEntry = false;
3774 } 3819 }
3775 } 3820 }
3776 3821 }
3777 #endregion UpdateFlags to packet type conversion 3822
3778 3823 ++updatesThisCall;
3779 #region Block Construction 3824
3780 3825 #region UpdateFlags to packet type conversion
3781 // TODO: Remove this once we can build compressed updates 3826
3827 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3828
3829 bool canUseCompressed = true;
3830 bool canUseImproved = true;
3831
3832 // Compressed object updates only make sense for LL primitives
3833 if (!(update.Entity is SceneObjectPart))
3834 {
3782 canUseCompressed = false; 3835 canUseCompressed = false;
3783 3836 }
3784 if (!canUseImproved && !canUseCompressed) 3837
3785 { 3838 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3786 if (update.Entity is ScenePresence) 3839 {
3787 { 3840 canUseCompressed = false;
3788 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3841 canUseImproved = false;
3789 objectUpdates.Value.Add(update); 3842 }
3790 } 3843 else
3791 else 3844 {
3792 { 3845 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3793 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3846 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3794 objectUpdates.Value.Add(update); 3847 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3795 } 3848 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3796 }
3797 else if (!canUseImproved)
3798 { 3849 {
3799 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3850 canUseCompressed = false;
3800 compressedUpdates.Value.Add(update);
3801 } 3851 }
3802 else 3852
3853 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3854 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3855 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3866 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3803 { 3867 {
3804 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3868 canUseImproved = false;
3805 {
3806 // Self updates go into a special list
3807 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3808 terseAgentUpdates.Value.Add(update);
3809 }
3810 else
3811 {
3812 // Everything else goes here
3813 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3814 terseUpdates.Value.Add(update);
3815 }
3816 } 3869 }
3817
3818 #endregion Block Construction
3819 } 3870 }
3820
3821
3822 #region Packet Sending
3823 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3824 3871
3825 if (terseAgentUpdateBlocks.IsValueCreated) 3872 #endregion UpdateFlags to packet type conversion
3826 {
3827 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3828 3873
3829 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3874 #region Block Construction
3830 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3831 packet.RegionData.TimeDilation = timeDilation;
3832 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3833 3875
3834 for (int i = 0; i < blocks.Count; i++) 3876 // TODO: Remove this once we can build compressed updates
3835 packet.ObjectData[i] = blocks[i]; 3877 canUseCompressed = false;
3836 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3837 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3838 }
3839 3878
3840 if (objectUpdateBlocks.IsValueCreated) 3879 if (!canUseImproved && !canUseCompressed)
3841 { 3880 {
3842 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3881 if (update.Entity is ScenePresence)
3843 3882 {
3844 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3883 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3845 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3884 }
3846 packet.RegionData.TimeDilation = timeDilation; 3885 else
3847 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3886 {
3848 3887 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3849 for (int i = 0; i < blocks.Count; i++) 3888 }
3850 packet.ObjectData[i] = blocks[i];
3851 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3852 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3853 } 3889 }
3854 3890 else if (!canUseImproved)
3855 if (compressedUpdateBlocks.IsValueCreated)
3856 { 3891 {
3857 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3892 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3858
3859 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3860 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3861 packet.RegionData.TimeDilation = timeDilation;
3862 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3863
3864 for (int i = 0; i < blocks.Count; i++)
3865 packet.ObjectData[i] = blocks[i];
3866 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3867 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3868 } 3893 }
3869 3894 else
3870 if (terseUpdateBlocks.IsValueCreated)
3871 { 3895 {
3872 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3896 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3873 3897 // Self updates go into a special list
3874 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3898 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3875 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3899 else
3876 packet.RegionData.TimeDilation = timeDilation; 3900 // Everything else goes here
3877 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3901 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3878
3879 for (int i = 0; i < blocks.Count; i++)
3880 packet.ObjectData[i] = blocks[i];
3881 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3882 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3883 } 3902 }
3903
3904 #endregion Block Construction
3905 }
3906
3907 #region Packet Sending
3908
3909 const float TIME_DILATION = 1.0f;
3910 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3911
3912 if (terseAgentUpdateBlocks.IsValueCreated)
3913 {
3914 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3915
3916 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3917 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3918 packet.RegionData.TimeDilation = timeDilation;
3919 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3920
3921 for (int i = 0; i < blocks.Count; i++)
3922 packet.ObjectData[i] = blocks[i];
3923
3924 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3925 }
3926
3927 if (objectUpdateBlocks.IsValueCreated)
3928 {
3929 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3930
3931 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3932 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3933 packet.RegionData.TimeDilation = timeDilation;
3934 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3935
3936 for (int i = 0; i < blocks.Count; i++)
3937 packet.ObjectData[i] = blocks[i];
3938
3939 OutPacket(packet, ThrottleOutPacketType.Task, true);
3940 }
3941
3942 if (compressedUpdateBlocks.IsValueCreated)
3943 {
3944 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3945
3946 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3947 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3948 packet.RegionData.TimeDilation = timeDilation;
3949 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3950
3951 for (int i = 0; i < blocks.Count; i++)
3952 packet.ObjectData[i] = blocks[i];
3953
3954 OutPacket(packet, ThrottleOutPacketType.Task, true);
3955 }
3956
3957 if (terseUpdateBlocks.IsValueCreated)
3958 {
3959 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3960
3961 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3962 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3963 packet.RegionData.TimeDilation = timeDilation;
3964 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3965
3966 for (int i = 0; i < blocks.Count; i++)
3967 packet.ObjectData[i] = blocks[i];
3968
3969 OutPacket(packet, ThrottleOutPacketType.Task, true);
3884 } 3970 }
3885 3971
3886 #endregion Packet Sending 3972 #endregion Packet Sending
@@ -4173,11 +4259,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4173 4259
4174 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4260 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4175 // of the object rather than the properties when the packet was created 4261 // of the object rather than the properties when the packet was created
4176 OutPacket(packet, ThrottleOutPacketType.Task, true, 4262 // HACK : Remove intelligent resending until it's fixed in core
4177 delegate(OutgoingPacket oPacket) 4263 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4178 { 4264 // delegate(OutgoingPacket oPacket)
4179 ResendPropertyUpdates(updates, oPacket); 4265 // {
4180 }); 4266 // ResendPropertyUpdates(updates, oPacket);
4267 // });
4268 OutPacket(packet, ThrottleOutPacketType.Task, true);
4181 4269
4182 // pbcnt += blocks.Count; 4270 // pbcnt += blocks.Count;
4183 // ppcnt++; 4271 // ppcnt++;
@@ -4203,11 +4291,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4203 // of the object rather than the properties when the packet was created 4291 // of the object rather than the properties when the packet was created
4204 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4292 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4205 updates.Add(familyUpdates.Value[i]); 4293 updates.Add(familyUpdates.Value[i]);
4206 OutPacket(packet, ThrottleOutPacketType.Task, true, 4294 // HACK : Remove intelligent resending until it's fixed in core
4207 delegate(OutgoingPacket oPacket) 4295 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4208 { 4296 // delegate(OutgoingPacket oPacket)
4209 ResendPropertyUpdates(updates, oPacket); 4297 // {
4210 }); 4298 // ResendPropertyUpdates(updates, oPacket);
4299 // });
4300 OutPacket(packet, ThrottleOutPacketType.Task, true);
4211 4301
4212 // fpcnt++; 4302 // fpcnt++;
4213 // fbcnt++; 4303 // fbcnt++;
@@ -4356,37 +4446,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4356 if (bl[i].BannedUserID == UUID.Zero) 4446 if (bl[i].BannedUserID == UUID.Zero)
4357 continue; 4447 continue;
4358 BannedUsers.Add(bl[i].BannedUserID); 4448 BannedUsers.Add(bl[i].BannedUserID);
4359 }
4360 4449
4361 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4450 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4362 packet.AgentData.TransactionID = UUID.Random(); 4451 {
4363 packet.AgentData.AgentID = AgentId; 4452 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4364 packet.AgentData.SessionID = SessionId; 4453 packet.AgentData.TransactionID = UUID.Random();
4365 packet.MethodData.Invoice = invoice; 4454 packet.AgentData.AgentID = AgentId;
4366 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4455 packet.AgentData.SessionID = SessionId;
4456 packet.MethodData.Invoice = invoice;
4457 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4367 4458
4368 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4459 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4369 4460
4370 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4461 int j;
4371 { 4462 for (j = 0; j < (6 + BannedUsers.Count); j++)
4372 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4463 {
4373 } 4464 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4374 int j = 0; 4465 }
4466 j = 0;
4375 4467
4376 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4468 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4377 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4469 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4473 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4382 4474
4383 foreach (UUID banned in BannedUsers) 4475 foreach (UUID banned in BannedUsers)
4384 { 4476 {
4385 returnblock[j].Parameter = banned.GetBytes(); j++; 4477 returnblock[j].Parameter = banned.GetBytes(); j++;
4478 }
4479 packet.ParamList = returnblock;
4480 packet.Header.Reliable = true;
4481 OutPacket(packet, ThrottleOutPacketType.Task);
4482
4483 BannedUsers.Clear();
4484 }
4386 } 4485 }
4387 packet.ParamList = returnblock; 4486
4388 packet.Header.Reliable = false;
4389 OutPacket(packet, ThrottleOutPacketType.Task);
4390 } 4487 }
4391 4488
4392 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4489 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4572,7 +4669,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4572 4669
4573 if (landData.SimwideArea > 0) 4670 if (landData.SimwideArea > 0)
4574 { 4671 {
4575 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4672 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4673 // Never report more than sim total capacity
4674 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4675 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4576 updateMessage.SimWideMaxPrims = simulatorCapacity; 4676 updateMessage.SimWideMaxPrims = simulatorCapacity;
4577 } 4677 }
4578 else 4678 else
@@ -4701,14 +4801,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4701 4801
4702 if (notifyCount > 0) 4802 if (notifyCount > 0)
4703 { 4803 {
4704 if (notifyCount > 32) 4804// if (notifyCount > 32)
4705 { 4805// {
4706 m_log.InfoFormat( 4806// m_log.InfoFormat(
4707 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4807// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4708 + " - a developer might want to investigate whether this is a hard limit", 32); 4808// + " - a developer might want to investigate whether this is a hard limit", 32);
4709 4809//
4710 notifyCount = 32; 4810// notifyCount = 32;
4711 } 4811// }
4712 4812
4713 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4813 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4714 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4814 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4763,9 +4863,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4763 { 4863 {
4764 ScenePresence presence = (ScenePresence)entity; 4864 ScenePresence presence = (ScenePresence)entity;
4765 4865
4866 position = presence.OffsetPosition;
4867 rotation = presence.Rotation;
4868
4869 if (presence.ParentID != 0)
4870 {
4871 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4872 if (part != null && part != part.ParentGroup.RootPart)
4873 {
4874 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4875 rotation = part.RotationOffset * presence.Rotation;
4876 }
4877 }
4878
4766 attachPoint = 0; 4879 attachPoint = 0;
4767 collisionPlane = presence.CollisionPlane; 4880 collisionPlane = presence.CollisionPlane;
4768 position = presence.OffsetPosition;
4769 velocity = presence.Velocity; 4881 velocity = presence.Velocity;
4770 acceleration = Vector3.Zero; 4882 acceleration = Vector3.Zero;
4771 4883
@@ -4775,7 +4887,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4775// acceleration = new Vector3(1, 0, 0); 4887// acceleration = new Vector3(1, 0, 0);
4776 4888
4777 angularVelocity = Vector3.Zero; 4889 angularVelocity = Vector3.Zero;
4778 rotation = presence.Rotation;
4779 4890
4780 if (sendTexture) 4891 if (sendTexture)
4781 textureEntry = presence.Appearance.Texture.GetBytes(); 4892 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4880,13 +4991,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4880 4991
4881 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4992 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4882 { 4993 {
4994 Vector3 offsetPosition = data.OffsetPosition;
4995 Quaternion rotation = data.Rotation;
4996 uint parentID = data.ParentID;
4997
4998 if (parentID != 0)
4999 {
5000 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5001 if (part != null && part != part.ParentGroup.RootPart)
5002 {
5003 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5004 rotation = part.RotationOffset * data.Rotation;
5005 parentID = part.ParentGroup.RootPart.LocalId;
5006 }
5007 }
5008
4883 byte[] objectData = new byte[76]; 5009 byte[] objectData = new byte[76];
4884 5010
4885 data.CollisionPlane.ToBytes(objectData, 0); 5011 data.CollisionPlane.ToBytes(objectData, 0);
4886 data.OffsetPosition.ToBytes(objectData, 16); 5012 offsetPosition.ToBytes(objectData, 16);
4887// data.Velocity.ToBytes(objectData, 28); 5013// data.Velocity.ToBytes(objectData, 28);
4888// data.Acceleration.ToBytes(objectData, 40); 5014// data.Acceleration.ToBytes(objectData, 40);
4889 data.Rotation.ToBytes(objectData, 52); 5015 rotation.ToBytes(objectData, 52);
4890 //data.AngularVelocity.ToBytes(objectData, 64); 5016 //data.AngularVelocity.ToBytes(objectData, 64);
4891 5017
4892 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5018 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4900,7 +5026,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4900 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5026 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4901 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5027 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4902 update.ObjectData = objectData; 5028 update.ObjectData = objectData;
4903 update.ParentID = data.ParentID; 5029 update.ParentID = parentID;
4904 update.PathCurve = 16; 5030 update.PathCurve = 16;
4905 update.PathScaleX = 100; 5031 update.PathScaleX = 100;
4906 update.PathScaleY = 100; 5032 update.PathScaleY = 100;
@@ -5241,6 +5367,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5241 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5367 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5242 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5368 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5243 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5369 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5370 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5244 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5371 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5245 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5372 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5246 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5373 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5307,6 +5434,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5307 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5434 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5308 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5435 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5309 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5436 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5437 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5310 5438
5311 AddGenericPacketHandler("autopilot", HandleAutopilot); 5439 AddGenericPacketHandler("autopilot", HandleAutopilot);
5312 } 5440 }
@@ -5342,6 +5470,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5342 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5470 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5343 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5471 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5344 (x.ControlFlags != lastarg.ControlFlags) || 5472 (x.ControlFlags != lastarg.ControlFlags) ||
5473 (x.ControlFlags != 0) ||
5345 (x.Far != lastarg.Far) || 5474 (x.Far != lastarg.Far) ||
5346 (x.Flags != lastarg.Flags) || 5475 (x.Flags != lastarg.Flags) ||
5347 (x.State != lastarg.State) || 5476 (x.State != lastarg.State) ||
@@ -5719,7 +5848,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5719 args.Channel = ch; 5848 args.Channel = ch;
5720 args.From = String.Empty; 5849 args.From = String.Empty;
5721 args.Message = Utils.BytesToString(msg); 5850 args.Message = Utils.BytesToString(msg);
5722 args.Type = ChatTypeEnum.Shout; 5851 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5723 args.Position = new Vector3(); 5852 args.Position = new Vector3();
5724 args.Scene = Scene; 5853 args.Scene = Scene;
5725 args.Sender = this; 5854 args.Sender = this;
@@ -6905,10 +7034,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6905 // 46,47,48 are special positions within the packet 7034 // 46,47,48 are special positions within the packet
6906 // This may change so perhaps we need a better way 7035 // This may change so perhaps we need a better way
6907 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7036 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6908 bool UsePhysics = (data[46] != 0) ? true : false; 7037 /*
6909 bool IsTemporary = (data[47] != 0) ? true : false; 7038 bool UsePhysics = (data[46] != 0) ? true : false;
6910 bool IsPhantom = (data[48] != 0) ? true : false; 7039 bool IsTemporary = (data[47] != 0) ? true : false;
6911 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7040 bool IsPhantom = (data[48] != 0) ? true : false;
7041 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7042 */
7043 bool UsePhysics = flags.AgentData.UsePhysics;
7044 bool IsPhantom = flags.AgentData.IsPhantom;
7045 bool IsTemporary = flags.AgentData.IsTemporary;
7046 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7047 ExtraPhysicsData physdata = new ExtraPhysicsData();
7048
7049 if (blocks == null || blocks.Length == 0)
7050 {
7051 physdata.PhysShapeType = PhysShapeType.invalid;
7052 }
7053 else
7054 {
7055 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7056 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7057 physdata.Bounce = phsblock.Restitution;
7058 physdata.Density = phsblock.Density;
7059 physdata.Friction = phsblock.Friction;
7060 physdata.GravitationModifier = phsblock.GravityMultiplier;
7061 }
7062
7063 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6912 } 7064 }
6913 return true; 7065 return true;
6914 } 7066 }
@@ -9762,7 +9914,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9762 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9914 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9763 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9915 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9764 UpdateMuteListEntry.MuteData.MuteType, 9916 UpdateMuteListEntry.MuteData.MuteType,
9765 UpdateMuteListEntry.AgentData.AgentID); 9917 UpdateMuteListEntry.MuteData.MuteFlags);
9766 return true; 9918 return true;
9767 } 9919 }
9768 return false; 9920 return false;
@@ -9777,8 +9929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9777 { 9929 {
9778 handlerRemoveMuteListEntry(this, 9930 handlerRemoveMuteListEntry(this,
9779 RemoveMuteListEntry.MuteData.MuteID, 9931 RemoveMuteListEntry.MuteData.MuteID,
9780 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9932 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9781 RemoveMuteListEntry.AgentData.AgentID);
9782 return true; 9933 return true;
9783 } 9934 }
9784 return false; 9935 return false;
@@ -9822,10 +9973,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9822 return false; 9973 return false;
9823 } 9974 }
9824 9975
9976 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9977 {
9978 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9979 (ChangeInventoryItemFlagsPacket)packet;
9980 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9981 if (handlerChangeInventoryItemFlags != null)
9982 {
9983 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9984 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9985 return true;
9986 }
9987 return false;
9988 }
9989
9825 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9990 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9826 { 9991 {
9827 return true; 9992 return true;
9828 } 9993 }
9994
9995 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9996 {
9997 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9998
9999 #region Packet Session and User Check
10000 if (m_checkPackets)
10001 {
10002 if (packet.AgentData.SessionID != SessionId ||
10003 packet.AgentData.AgentID != AgentId)
10004 return true;
10005 }
10006 #endregion
10007 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10008 List<InventoryItemBase> items = new List<InventoryItemBase>();
10009 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10010 {
10011 InventoryItemBase b = new InventoryItemBase();
10012 b.ID = n.OldItemID;
10013 b.Folder = n.OldFolderID;
10014 items.Add(b);
10015 }
10016
10017 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10018 if (handlerMoveItemsAndLeaveCopy != null)
10019 {
10020 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10021 }
10022
10023 return true;
10024 }
9829 10025
9830 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10026 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9831 { 10027 {
@@ -10252,6 +10448,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10252 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10448 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10253 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10449 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10254 10450
10451 Scene scene = (Scene)m_scene;
10452 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10453 {
10454 ScenePresence p;
10455 if (scene.TryGetScenePresence(sender.AgentId, out p))
10456 {
10457 if (p.GodLevel >= 200)
10458 {
10459 groupProfileReply.GroupData.OpenEnrollment = true;
10460 groupProfileReply.GroupData.MembershipFee = 0;
10461 }
10462 }
10463 }
10464
10255 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10465 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10256 } 10466 }
10257 return true; 10467 return true;
@@ -10825,11 +11035,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10825 11035
10826 StartLure handlerStartLure = OnStartLure; 11036 StartLure handlerStartLure = OnStartLure;
10827 if (handlerStartLure != null) 11037 if (handlerStartLure != null)
10828 handlerStartLure(startLureRequest.Info.LureType, 11038 {
10829 Utils.BytesToString( 11039 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10830 startLureRequest.Info.Message), 11040 {
10831 startLureRequest.TargetData[0].TargetID, 11041 handlerStartLure(startLureRequest.Info.LureType,
10832 this); 11042 Utils.BytesToString(
11043 startLureRequest.Info.Message),
11044 startLureRequest.TargetData[i].TargetID,
11045 this);
11046 }
11047 }
10833 return true; 11048 return true;
10834 } 11049 }
10835 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11050 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10943,10 +11158,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10943 } 11158 }
10944 #endregion 11159 #endregion
10945 11160
10946 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11161 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10947 if (handlerClassifiedGodDelete != null) 11162 if (handlerClassifiedGodDelete != null)
10948 handlerClassifiedGodDelete( 11163 handlerClassifiedGodDelete(
10949 classifiedGodDelete.Data.ClassifiedID, 11164 classifiedGodDelete.Data.ClassifiedID,
11165 classifiedGodDelete.Data.QueryID,
10950 this); 11166 this);
10951 return true; 11167 return true;
10952 } 11168 }
@@ -11312,209 +11528,149 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11312 } 11528 }
11313 else 11529 else
11314 { 11530 {
11315// m_log.DebugFormat( 11531 ClientChangeObject updatehandler = onClientChangeObject;
11316// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11317// i, block.Type, part.Name, part.LocalId);
11318 11532
11319// // Do this once since fetch parts creates a new array. 11533 if (updatehandler != null)
11320// SceneObjectPart[] parts = part.ParentGroup.Parts; 11534 {
11321// for (int j = 0; j < parts.Length; j++) 11535 ObjectChangeData udata = new ObjectChangeData();
11322// {
11323// part.StoreUndoState();
11324// parts[j].IgnoreUndoUpdate = true;
11325// }
11326 11536
11327 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11537 /*ubit from ll JIRA:
11538 * 0x01 position
11539 * 0x02 rotation
11540 * 0x04 scale
11541
11542 * 0x08 LINK_SET
11543 * 0x10 UNIFORM for scale
11544 */
11328 11545
11329 switch (block.Type) 11546 // translate to internal changes
11330 { 11547 // not all cases .. just the ones older code did
11331 case 1:
11332 Vector3 pos1 = new Vector3(block.Data, 0);
11333 11548
11334 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11549 switch (block.Type)
11335 if (handlerUpdatePrimSinglePosition != null) 11550 {
11336 { 11551 case 1: //change position sp
11337 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11552 udata.position = new Vector3(block.Data, 0);
11338 handlerUpdatePrimSinglePosition(localId, pos1, this);
11339 }
11340 break;
11341 11553
11342 case 2: 11554 udata.change = ObjectChangeType.primP;
11343 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11555 updatehandler(localId, udata, this);
11556 break;
11344 11557
11345 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11558 case 2: // rotation sp
11346 if (handlerUpdatePrimSingleRotation != null) 11559 udata.rotation = new Quaternion(block.Data, 0, true);
11347 {
11348 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11349 handlerUpdatePrimSingleRotation(localId, rot1, this);
11350 }
11351 break;
11352 11560
11353 case 3: 11561 udata.change = ObjectChangeType.primR;
11354 Vector3 rotPos = new Vector3(block.Data, 0); 11562 updatehandler(localId, udata, this);
11355 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11563 break;
11356 11564
11357 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11565 case 3: // position plus rotation
11358 if (handlerUpdatePrimSingleRotationPosition != null) 11566 udata.position = new Vector3(block.Data, 0);
11359 { 11567 udata.rotation = new Quaternion(block.Data, 12, true);
11360 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11361 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11362 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11363 }
11364 break;
11365 11568
11366 case 4: 11569 udata.change = ObjectChangeType.primPR;
11367 case 20: 11570 updatehandler(localId, udata, this);
11368 Vector3 scale4 = new Vector3(block.Data, 0); 11571 break;
11369 11572
11370 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11573 case 4: // scale sp
11371 if (handlerUpdatePrimScale != null) 11574 udata.scale = new Vector3(block.Data, 0);
11372 { 11575 udata.change = ObjectChangeType.primS;
11373 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11374 handlerUpdatePrimScale(localId, scale4, this);
11375 }
11376 break;
11377 11576
11378 case 5: 11577 updatehandler(localId, udata, this);
11379 Vector3 scale1 = new Vector3(block.Data, 12); 11578 break;
11380 Vector3 pos11 = new Vector3(block.Data, 0);
11381 11579
11382 handlerUpdatePrimScale = OnUpdatePrimScale; 11580 case 0x14: // uniform scale sp
11383 if (handlerUpdatePrimScale != null) 11581 udata.scale = new Vector3(block.Data, 0);
11384 {
11385 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11386 handlerUpdatePrimScale(localId, scale1, this);
11387 11582
11388 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11583 udata.change = ObjectChangeType.primUS;
11389 if (handlerUpdatePrimSinglePosition != null) 11584 updatehandler(localId, udata, this);
11390 { 11585 break;
11391 handlerUpdatePrimSinglePosition(localId, pos11, this);
11392 }
11393 }
11394 break;
11395 11586
11396 case 9: 11587 case 5: // scale and position sp
11397 Vector3 pos2 = new Vector3(block.Data, 0); 11588 udata.position = new Vector3(block.Data, 0);
11589 udata.scale = new Vector3(block.Data, 12);
11398 11590
11399 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11591 udata.change = ObjectChangeType.primPS;
11592 updatehandler(localId, udata, this);
11593 break;
11400 11594
11401 if (handlerUpdateVector != null) 11595 case 0x15: //uniform scale and position
11402 { 11596 udata.position = new Vector3(block.Data, 0);
11403 handlerUpdateVector(localId, pos2, this); 11597 udata.scale = new Vector3(block.Data, 12);
11404 }
11405 break;
11406 11598
11407 case 10: 11599 udata.change = ObjectChangeType.primPUS;
11408 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11600 updatehandler(localId, udata, this);
11601 break;
11409 11602
11410 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11603 // now group related (bit 4)
11411 if (handlerUpdatePrimRotation != null) 11604 case 9: //( 8 + 1 )group position
11412 { 11605 udata.position = new Vector3(block.Data, 0);
11413 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11414 handlerUpdatePrimRotation(localId, rot3, this);
11415 }
11416 break;
11417 11606
11418 case 11: 11607 udata.change = ObjectChangeType.groupP;
11419 Vector3 pos3 = new Vector3(block.Data, 0); 11608 updatehandler(localId, udata, this);
11420 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11609 break;
11421 11610
11422 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11611 case 0x0A: // (8 + 2) group rotation
11423 if (handlerUpdatePrimGroupRotation != null) 11612 udata.rotation = new Quaternion(block.Data, 0, true);
11424 {
11425 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11426 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11427 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11428 }
11429 break;
11430 case 12:
11431 case 28:
11432 Vector3 scale7 = new Vector3(block.Data, 0);
11433 11613
11434 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11614 udata.change = ObjectChangeType.groupR;
11435 if (handlerUpdatePrimGroupScale != null) 11615 updatehandler(localId, udata, this);
11436 { 11616 break;
11437 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11438 handlerUpdatePrimGroupScale(localId, scale7, this);
11439 }
11440 break;
11441 11617
11442 case 13: 11618 case 0x0B: //( 8 + 2 + 1) group rotation and position
11443 Vector3 scale2 = new Vector3(block.Data, 12); 11619 udata.position = new Vector3(block.Data, 0);
11444 Vector3 pos4 = new Vector3(block.Data, 0); 11620 udata.rotation = new Quaternion(block.Data, 12, true);
11445 11621
11446 handlerUpdatePrimScale = OnUpdatePrimScale; 11622 udata.change = ObjectChangeType.groupPR;
11447 if (handlerUpdatePrimScale != null) 11623 updatehandler(localId, udata, this);
11448 { 11624 break;
11449 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11450 handlerUpdatePrimScale(localId, scale2, this);
11451 11625
11452 // Change the position based on scale (for bug number 246) 11626 case 0x0C: // (8 + 4) group scale
11453 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11627 // only afects root prim and only sent by viewer editor object tab scaling
11454 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11628 // mouse edition only allows uniform scaling
11455 if (handlerUpdatePrimSinglePosition != null) 11629 // SL MAY CHANGE THIS in viewers
11456 {
11457 handlerUpdatePrimSinglePosition(localId, pos4, this);
11458 }
11459 }
11460 break;
11461 11630
11462 case 29: 11631 udata.scale = new Vector3(block.Data, 0);
11463 Vector3 scale5 = new Vector3(block.Data, 12);
11464 Vector3 pos5 = new Vector3(block.Data, 0);
11465 11632
11466 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11633 // udata.change = ObjectChangeType.groupS;
11467 if (handlerUpdatePrimGroupScale != null) 11634 udata.change = ObjectChangeType.primS; // to conform to current SL
11468 { 11635 updatehandler(localId, udata, this);
11469 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11470 part.StoreUndoState(true);
11471 part.IgnoreUndoUpdate = true;
11472 handlerUpdatePrimGroupScale(localId, scale5, this);
11473 handlerUpdateVector = OnUpdatePrimGroupPosition;
11474 11636
11475 if (handlerUpdateVector != null) 11637 break;
11476 {
11477 handlerUpdateVector(localId, pos5, this);
11478 }
11479 11638
11480 part.IgnoreUndoUpdate = false; 11639 case 0x0D: //(8 + 4 + 1) group scale and position
11481 } 11640 // exception as above
11482 11641
11483 break; 11642 udata.position = new Vector3(block.Data, 0);
11643 udata.scale = new Vector3(block.Data, 12);
11484 11644
11485 case 21: 11645 // udata.change = ObjectChangeType.groupPS;
11486 Vector3 scale6 = new Vector3(block.Data, 12); 11646 udata.change = ObjectChangeType.primPS; // to conform to current SL
11487 Vector3 pos6 = new Vector3(block.Data, 0); 11647 updatehandler(localId, udata, this);
11648 break;
11488 11649
11489 handlerUpdatePrimScale = OnUpdatePrimScale; 11650 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11490 if (handlerUpdatePrimScale != null) 11651 udata.scale = new Vector3(block.Data, 0);
11491 {
11492 part.StoreUndoState(false);
11493 part.IgnoreUndoUpdate = true;
11494 11652
11495 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11653 udata.change = ObjectChangeType.groupUS;
11496 handlerUpdatePrimScale(localId, scale6, this); 11654 updatehandler(localId, udata, this);
11497 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11655 break;
11498 if (handlerUpdatePrimSinglePosition != null)
11499 {
11500 handlerUpdatePrimSinglePosition(localId, pos6, this);
11501 }
11502 11656
11503 part.IgnoreUndoUpdate = false; 11657 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11504 } 11658 udata.position = new Vector3(block.Data, 0);
11505 break; 11659 udata.scale = new Vector3(block.Data, 12);
11506 11660
11507 default: 11661 udata.change = ObjectChangeType.groupPUS;
11508 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11662 updatehandler(localId, udata, this);
11509 break; 11663 break;
11664
11665 default:
11666 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11667 break;
11668 }
11510 } 11669 }
11511 11670
11512// for (int j = 0; j < parts.Length; j++)
11513// parts[j].IgnoreUndoUpdate = false;
11514 } 11671 }
11515 } 11672 }
11516 } 11673 }
11517
11518 return true; 11674 return true;
11519 } 11675 }
11520 11676
@@ -11970,7 +12126,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11970 12126
11971// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12127// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11972 12128
12129
12130 //Note, the bool returned from the below function is useless since it is always false.
11973 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12131 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12132
11974 } 12133 }
11975 12134
11976 /// <summary> 12135 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fb6b11e..75f783b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1051,7 +1051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1051 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1052 { 1052 {
1053 client.IsLoggingOut = true; 1053 client.IsLoggingOut = true;
1054 client.Close(); 1054 client.Close(false);
1055 } 1055 }
1056 } 1056 }
1057 1057
@@ -1063,6 +1063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1063
1064 while (base.IsRunning) 1064 while (base.IsRunning)
1065 { 1065 {
1066 m_scene.ThreadAlive(1);
1066 try 1067 try
1067 { 1068 {
1068 IncomingPacket incomingPacket = null; 1069 IncomingPacket incomingPacket = null;
@@ -1105,6 +1106,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1105 1106
1106 while (base.IsRunning) 1107 while (base.IsRunning)
1107 { 1108 {
1109 m_scene.ThreadAlive(2);
1108 try 1110 try
1109 { 1111 {
1110 m_packetSent = false; 1112 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 389fb7b..127ca1d 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ 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, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // 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
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 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
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7086e6c..c5cec59 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -264,6 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
264 } 310 }
265 311
266 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 312 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
313 {
314 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
315 }
316
317 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
267 { 318 {
268 if (!Enabled) 319 if (!Enabled)
269 return null; 320 return null;
@@ -302,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
302 return null; 353 return null;
303 } 354 }
304 355
305 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 356 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
306 357
307 if (att == null) 358 if (att == null)
308 DetachSingleAttachmentToInv(sp, itemID); 359 DetachSingleAttachmentToInv(sp, itemID);
@@ -366,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
366 so.AttachedAvatar = UUID.Zero; 417 so.AttachedAvatar = UUID.Zero;
367 rootPart.SetParentLocalId(0); 418 rootPart.SetParentLocalId(0);
368 so.ClearPartAttachmentData(); 419 so.ClearPartAttachmentData();
369 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
370 so.HasGroupChanged = true; 421 so.HasGroupChanged = true;
371 rootPart.Rezzed = DateTime.Now; 422 rootPart.Rezzed = DateTime.Now;
372 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 423 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -582,11 +633,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
582 633
583 Vector3 inventoryStoredPosition = new Vector3 634 Vector3 inventoryStoredPosition = new Vector3
584 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 635 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
585 ? Constants.RegionSize - 6 636 ? (float)Constants.RegionSize - 6
586 : grp.AbsolutePosition.X) 637 : grp.AbsolutePosition.X)
587 , 638 ,
588 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 639 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
589 ? Constants.RegionSize - 6 640 ? (float)Constants.RegionSize - 6
590 : grp.AbsolutePosition.Y, 641 : grp.AbsolutePosition.Y,
591 grp.AbsolutePosition.Z); 642 grp.AbsolutePosition.Z);
592 643
@@ -704,8 +755,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
704 } 755 }
705 } 756 }
706 757
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 758 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 759 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
709 { 760 {
710 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 761 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
711 if (invAccess != null) 762 if (invAccess != null)
@@ -713,7 +764,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
713 lock (sp.AttachmentsSyncLock) 764 lock (sp.AttachmentsSyncLock)
714 { 765 {
715 SceneObjectGroup objatt; 766 SceneObjectGroup objatt;
716 767
717 if (itemID != UUID.Zero) 768 if (itemID != UUID.Zero)
718 objatt = invAccess.RezObject(sp.ControllingClient, 769 objatt = invAccess.RezObject(sp.ControllingClient,
719 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 770 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -722,11 +773,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
722 objatt = invAccess.RezObject(sp.ControllingClient, 773 objatt = invAccess.RezObject(sp.ControllingClient,
723 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 774 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
724 false, false, sp.UUID, true); 775 false, false, sp.UUID, true);
725 776
726 // m_log.DebugFormat( 777 // m_log.DebugFormat(
727 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 778 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
728 // objatt.Name, remoteClient.Name, AttachmentPt); 779 // objatt.Name, remoteClient.Name, AttachmentPt);
729 780
730 if (objatt != null) 781 if (objatt != null)
731 { 782 {
732 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 783 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -734,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
734 bool tainted = false; 785 bool tainted = false;
735 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 786 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
736 tainted = true; 787 tainted = true;
737 788
738 // This will throw if the attachment fails 789 // This will throw if the attachment fails
739 try 790 try
740 { 791 {
@@ -745,21 +796,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
745 m_log.ErrorFormat( 796 m_log.ErrorFormat(
746 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 797 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
747 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 798 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
748 799
749 // Make sure the object doesn't stick around and bail 800 // Make sure the object doesn't stick around and bail
750 sp.RemoveAttachment(objatt); 801 sp.RemoveAttachment(objatt);
751 m_scene.DeleteSceneObject(objatt, false); 802 m_scene.DeleteSceneObject(objatt, false);
752 return null; 803 return null;
753 } 804 }
754 805
755 if (tainted) 806 if (tainted)
756 objatt.HasGroupChanged = true; 807 objatt.HasGroupChanged = true;
808
809 if (doc != null)
810 {
811 objatt.LoadScriptState(doc);
812 objatt.ResetOwnerChangeFlag();
813 }
757 814
758 // Fire after attach, so we don't get messy perms dialogs 815 // Fire after attach, so we don't get messy perms dialogs
759 // 4 == AttachedRez 816 // 4 == AttachedRez
760 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 817 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
761 objatt.ResumeScripts(); 818 objatt.ResumeScripts();
762 819
763 // Do this last so that event listeners have access to all the effects of the attachment 820 // Do this last so that event listeners have access to all the effects of the attachment
764 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 821 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
765 822
@@ -773,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
773 } 830 }
774 } 831 }
775 } 832 }
776 833
777 return null; 834 return null;
778 } 835 }
779 836
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index b0cee03..2bebd30 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
551 /// <param name="client"></param> 551 /// <param name="client"></param>
552 private void Client_OnRequestWearables(IClientAPI client) 552 private void Client_OnRequestWearables(IClientAPI client)
553 { 553 {
554 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 554 Util.FireAndForget(delegate(object x)
555 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 555 {
556 if (sp != null) 556 Thread.Sleep(4000);
557 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 557
558 else 558 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
559 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 559 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
560 if (sp != null)
561 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
562 else
563 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
564 });
560 } 565 }
561 566
562 /// <summary> 567 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
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/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index a26c73a..8560c73 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -450,4 +447,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
450 return s; 447 return s;
451 } 448 }
452 } 449 }
453} \ No newline at end of file 450}
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 d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 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 86e10d4..b64d372 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
132 132
133 protected virtual void OnNewClient(IClientAPI client) 133 protected virtual void OnNewClient(IClientAPI client)
134 { 134 {
135 client.OnTeleportHomeRequest += TeleportHome; 135 client.OnTeleportHomeRequest += TriggerTeleportHome;
136 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 136 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
137 } 137 }
138 138
@@ -210,6 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 sp.ControllingClient.SendTeleportStart(teleportFlags); 210 sp.ControllingClient.SendTeleportStart(teleportFlags);
211 211
212 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 212 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
213 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
213 sp.Teleport(position); 214 sp.Teleport(position);
214 215
215 foreach (SceneObjectGroup grp in sp.GetAttachments()) 216 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -338,7 +339,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
338 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 339 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
339 // it's actually doing a lot of work. 340 // it's actually doing a lot of work.
340 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 341 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
341 if (endPoint.Address != null) 342 if (endPoint != null && endPoint.Address != null)
342 { 343 {
343 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 344 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
344 // both regions 345 // both regions
@@ -649,7 +650,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
649 650
650 #region Teleport Home 651 #region Teleport Home
651 652
652 public virtual void TeleportHome(UUID id, IClientAPI client) 653 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
654 {
655 TeleportHome(id, client);
656 }
657
658 public virtual bool TeleportHome(UUID id, IClientAPI client)
653 { 659 {
654 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 660 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
655 661
@@ -658,12 +664,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
658 664
659 if (uinfo != null) 665 if (uinfo != null)
660 { 666 {
667 if (uinfo.HomeRegionID == UUID.Zero)
668 {
669 // can't find the Home region: Tell viewer and abort
670 client.SendTeleportFailed("You don't have a home position set.");
671 return false;
672 }
661 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 673 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
662 if (regionInfo == null) 674 if (regionInfo == null)
663 { 675 {
664 // can't find the Home region: Tell viewer and abort 676 // can't find the Home region: Tell viewer and abort
665 client.SendTeleportFailed("Your home region could not be found."); 677 client.SendTeleportFailed("Your home region could not be found.");
666 return; 678 return false;
667 } 679 }
668 680
669 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 681 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -674,6 +686,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
674 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 686 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
675 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 687 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
676 } 688 }
689 else
690 {
691 // can't find the Home region: Tell viewer and abort
692 client.SendTeleportFailed("Your home region could not be found.");
693 return false;
694 }
695 return true;
677 } 696 }
678 697
679 #endregion 698 #endregion
@@ -681,11 +700,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
681 700
682 #region Agent Crossings 701 #region Agent Crossings
683 702
684 public bool Cross(ScenePresence agent, bool isFlying) 703 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
685 { 704 {
686 Scene scene = agent.Scene; 705 version = String.Empty;
687 Vector3 pos = agent.AbsolutePosition; 706 newpos = new Vector3(pos.X, pos.Y, pos.Z);
688 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
689 uint neighbourx = scene.RegionInfo.RegionLocX; 707 uint neighbourx = scene.RegionInfo.RegionLocX;
690 uint neighboury = scene.RegionInfo.RegionLocY; 708 uint neighboury = scene.RegionInfo.RegionLocY;
691 const float boundaryDistance = 1.7f; 709 const float boundaryDistance = 1.7f;
@@ -706,53 +724,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
706 } 724 }
707 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 725 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
708 { 726 {
709 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 727 neighboury--;
710 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 728 newpos.Y = Constants.RegionSize - enterDistance;
711 {
712 neighboury--;
713 newpos.Y = Constants.RegionSize - enterDistance;
714 }
715 else
716 {
717 agent.IsInTransit = true;
718
719 neighboury = b.TriggerRegionY;
720 neighbourx = b.TriggerRegionX;
721
722 Vector3 newposition = pos;
723 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
724 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
725 agent.ControllingClient.SendAgentAlertMessage(
726 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
727 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
728 return true;
729 }
730 }
731
732 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
733 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
734 {
735 neighbourx--;
736 newpos.X = Constants.RegionSize - enterDistance;
737 } 729 }
738 else
739 {
740 agent.IsInTransit = true;
741
742 neighboury = ba.TriggerRegionY;
743 neighbourx = ba.TriggerRegionX;
744
745
746 Vector3 newposition = pos;
747 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
748 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
749 agent.ControllingClient.SendAgentAlertMessage(
750 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
751 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
752
753 730
754 return true; 731 neighbourx--;
755 } 732 newpos.X = Constants.RegionSize - enterDistance;
756 733
757 } 734 }
758 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 735 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -763,26 +740,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
763 740
764 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 741 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
765 { 742 {
766 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 743 neighboury--;
767 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 744 newpos.Y = Constants.RegionSize - enterDistance;
768 {
769 neighboury--;
770 newpos.Y = Constants.RegionSize - enterDistance;
771 }
772 else
773 {
774 agent.IsInTransit = true;
775
776 neighboury = ba.TriggerRegionY;
777 neighbourx = ba.TriggerRegionX;
778 Vector3 newposition = pos;
779 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
780 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
781 agent.ControllingClient.SendAgentAlertMessage(
782 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
783 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
784 return true;
785 }
786 } 745 }
787 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 746 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
788 { 747 {
@@ -790,35 +749,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
790 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 749 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
791 newpos.Y = enterDistance; 750 newpos.Y = enterDistance;
792 } 751 }
793
794
795 } 752 }
796 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 753 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
797 { 754 {
798 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 755 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
799 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 756 neighboury--;
800 { 757 newpos.Y = Constants.RegionSize - enterDistance;
801 neighboury--;
802 newpos.Y = Constants.RegionSize - enterDistance;
803 }
804 else
805 {
806 agent.IsInTransit = true;
807
808 neighboury = b.TriggerRegionY;
809 neighbourx = b.TriggerRegionX;
810 Vector3 newposition = pos;
811 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
812 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
813 agent.ControllingClient.SendAgentAlertMessage(
814 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
815 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
816 return true;
817 }
818 } 758 }
819 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 759 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
820 { 760 {
821
822 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 761 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
823 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 762 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
824 newpos.Y = enterDistance; 763 newpos.Y = enterDistance;
@@ -849,19 +788,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
849 } 788 }
850 */ 789 */
851 790
852 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 791 xDest = neighbourx;
792 yDest = neighboury;
853 793
854 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 794 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
855 795
796 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
797
856 ExpiringCache<ulong, DateTime> r; 798 ExpiringCache<ulong, DateTime> r;
857 DateTime banUntil; 799 DateTime banUntil;
858 800
859 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 801 if (m_bannedRegions.TryGetValue(agentID, out r))
860 { 802 {
861 if (r.TryGetValue(neighbourHandle, out banUntil)) 803 if (r.TryGetValue(neighbourHandle, out banUntil))
862 { 804 {
863 if (DateTime.Now < banUntil) 805 if (DateTime.Now < banUntil)
864 return false; 806 return null;
865 r.Remove(neighbourHandle); 807 r.Remove(neighbourHandle);
866 } 808 }
867 } 809 }
@@ -873,28 +815,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
873 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 815 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
874 816
875 string reason; 817 string reason;
876 string version; 818 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
877 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
878 { 819 {
879 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
880 if (r == null) 820 if (r == null)
881 { 821 {
882 r = new ExpiringCache<ulong, DateTime>(); 822 r = new ExpiringCache<ulong, DateTime>();
883 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 823 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
884 824
885 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 825 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
886 } 826 }
887 else 827 else
888 { 828 {
889 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 829 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
890 } 830 }
831 return null;
832 }
833
834 return neighbourRegion;
835 }
836
837 public bool Cross(ScenePresence agent, bool isFlying)
838 {
839 uint x;
840 uint y;
841 Vector3 newpos;
842 string version;
843
844 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
845 if (neighbourRegion == null)
846 {
847 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
891 return false; 848 return false;
892 } 849 }
893 850
894 agent.IsInTransit = true; 851 agent.IsInTransit = true;
895 852
896 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 853 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
897 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 854 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
898 855
899 return true; 856 return true;
900 } 857 }
@@ -951,13 +908,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
951 icon.EndInvoke(iar); 908 icon.EndInvoke(iar);
952 } 909 }
953 910
954 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
955
956 /// <summary> 911 /// <summary>
957 /// This Closes child agents on neighbouring regions 912 /// This Closes child agents on neighbouring regions
958 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 913 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
959 /// </summary> 914 /// </summary>
960 protected ScenePresence CrossAgentToNewRegionAsync( 915 public ScenePresence CrossAgentToNewRegionAsync(
961 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 916 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
962 bool isFlying, string version) 917 bool isFlying, string version)
963 { 918 {
@@ -1146,10 +1101,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1146 agent.Id0 = currentAgentCircuit.Id0; 1101 agent.Id0 = currentAgentCircuit.Id0;
1147 } 1102 }
1148 1103
1149 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1104 IPEndPoint external = region.ExternalEndPoint;
1150 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1105 if (external != null)
1106 {
1107 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1108 d.BeginInvoke(sp, agent, region, external, true,
1151 InformClientOfNeighbourCompleted, 1109 InformClientOfNeighbourCompleted,
1152 d); 1110 d);
1111 }
1153 } 1112 }
1154 #endregion 1113 #endregion
1155 1114
@@ -1399,8 +1358,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1399 1358
1400 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1359 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1401 } 1360 }
1402 if (!regionAccepted)
1403 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1404 } 1361 }
1405 1362
1406 /// <summary> 1363 /// <summary>
@@ -1729,27 +1686,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1729 Utils.LongToUInts(newRegionHandle, out x, out y); 1686 Utils.LongToUInts(newRegionHandle, out x, out y);
1730 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1687 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1731 1688
1732 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1689 if (destination != null)
1733 { 1690 {
1734 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1691 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1692 return; // we did it
1693 }
1735 1694
1736 // We are going to move the object back to the old position so long as the old position 1695 // no one or failed lets go back and tell physics to go on
1737 // is in the region 1696 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1738 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1697 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1739 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1698 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1740 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1741 1699
1742 grp.RootPart.GroupPosition = oldGroupPosition; 1700 grp.AbsolutePosition = oldGroupPosition;
1701 grp.Velocity = Vector3.Zero;
1743 1702
1744 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1703 if (grp.RootPart.PhysActor != null)
1745 // move out of the region creating an infinite loop of failed attempts to cross 1704 grp.RootPart.PhysActor.CrossingFailure();
1746 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1747 1705
1748 grp.ScheduleGroupForFullUpdate(); 1706 grp.ScheduleGroupForFullUpdate();
1749 }
1750 } 1707 }
1751 1708
1752 1709
1710
1753 /// <summary> 1711 /// <summary>
1754 /// Move the given scene object into a new region 1712 /// Move the given scene object into a new region
1755 /// </summary> 1713 /// </summary>
@@ -1806,7 +1764,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1806 { 1764 {
1807 PhysicsActor pa = grp.RootPart.PhysActor; 1765 PhysicsActor pa = grp.RootPart.PhysActor;
1808 if (pa != null) 1766 if (pa != null)
1767 {
1809 pa.CrossingFailure(); 1768 pa.CrossingFailure();
1769 if (grp.RootPart.KeyframeMotion != null)
1770 {
1771 grp.RootPart.Velocity = Vector3.Zero;
1772 grp.RootPart.KeyframeMotion.CrossingFailure();
1773 grp.SendGroupRootTerseUpdate();
1774 }
1775 }
1810 } 1776 }
1811 1777
1812 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1778 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index ec260b4..6fc8e4d 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
91 91
92 protected override void OnNewClient(IClientAPI client) 92 protected override void OnNewClient(IClientAPI client)
93 { 93 {
94 client.OnTeleportHomeRequest += TeleportHome; 94 client.OnTeleportHomeRequest += TriggerTeleportHome;
95 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 95 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
96 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 96 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
97 client.OnCompleteMovementToRegion += new Action<IClientAPI, bool>(OnCompleteMovementToRegion); 97 client.OnCompleteMovementToRegion += new Action<IClientAPI, bool>(OnCompleteMovementToRegion);
@@ -224,7 +224,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
224 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 224 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
225 } 225 }
226 226
227 public override void TeleportHome(UUID id, IClientAPI client) 227 public void TriggerTeleportHome(UUID id, IClientAPI client)
228 {
229 TeleportHome(id, client);
230 }
231
232 public override bool TeleportHome(UUID id, IClientAPI client)
228 { 233 {
229 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 234 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
230 235
@@ -234,8 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
234 { 239 {
235 // local grid user 240 // local grid user
236 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
237 base.TeleportHome(id, client); 242 return base.TeleportHome(id, client);
238 return;
239 } 243 }
240 244
241 // Foreign user wants to go home 245 // Foreign user wants to go home
@@ -245,7 +249,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
245 { 249 {
246 client.SendTeleportFailed("Your information has been lost"); 250 client.SendTeleportFailed("Your information has been lost");
247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 251 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
248 return; 252 return false;
249 } 253 }
250 254
251 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 255 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -255,7 +259,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
255 { 259 {
256 client.SendTeleportFailed("Your home region could not be found"); 260 client.SendTeleportFailed("Your home region could not be found");
257 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 261 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
258 return; 262 return false;
259 } 263 }
260 264
261 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 265 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -263,7 +267,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
263 { 267 {
264 client.SendTeleportFailed("Internal error"); 268 client.SendTeleportFailed("Internal error");
265 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 269 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
266 return; 270 return false;
267 } 271 }
268 272
269 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 273 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -273,6 +277,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
273 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 277 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
274 278
275 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 279 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
280 return true;
276 } 281 }
277 282
278 /// <summary> 283 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 4dd89d2..aa99692 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -367,6 +373,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
367 373
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 374 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 375
376 // Restore attachment data after trip through the sim
377 if (objectGroup.RootPart.AttachPoint > 0)
378 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
379 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
380
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 381 objectGroup.AbsolutePosition = inventoryStoredPosition;
371 382
372 // Make sure all bits but the ones we want are clear 383 // Make sure all bits but the ones we want are clear
@@ -476,8 +487,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 487 IClientAPI remoteClient)
477 { 488 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 489 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
490 // For the porposes of inventory, an object is modify if the prims
491 // are modify. This allows renaming an object that contains no
492 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 493 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 494 {
495 uint groupPerms = grp.GetEffectivePermissions(true);
496 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
497 groupPerms |= (uint)PermissionMask.Modify;
498
499 effectivePerms &= groupPerms;
500 }
481 effectivePerms |= (uint)PermissionMask.Move; 501 effectivePerms |= (uint)PermissionMask.Move;
482 502
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 503 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +677,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 677 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 678 {
659 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 679 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 680 if (f != null)
681 folder = m_Scene.InventoryService.GetFolder(f);
661 } 682 }
662 } 683 }
663 684
@@ -687,15 +708,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 708 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 709 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 710// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 711 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 712 item = m_Scene.InventoryService.GetItem(item);
693 713
694 if (item == null) 714 if (item == null)
695 { 715 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 716
700 return null; 717 return null;
701 } 718 }
@@ -747,6 +764,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 764 if (e == null || attachment) // Single
748 { 765 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 766 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
767 if (!attachment)
768 {
769 g.RootPart.AttachPoint = g.RootPart.Shape.State;
770 g.RootPart.AttachOffset = g.AbsolutePosition;
771 }
750 772
751 objlist.Add(g); 773 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 774 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +798,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 798 foreach (XmlNode n in groups)
777 { 799 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 800 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
801 g.RootPart.AttachPoint = g.RootPart.Shape.State;
802 g.RootPart.AttachOffset = g.AbsolutePosition;
779 803
780 objlist.Add(g); 804 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 805 XmlElement el = (XmlElement)n;
@@ -795,12 +819,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 819 }
796 } 820 }
797 821
822 int primcount = 0;
823 foreach (SceneObjectGroup g in objlist)
824 primcount += g.PrimCount;
825
826 if (!m_Scene.Permissions.CanRezObject(
827 primcount, remoteClient.AgentId, pos)
828 && !attachment)
829 {
830 // The client operates in no fail mode. It will
831 // have already removed the item from the folder
832 // if it's no copy.
833 // Put it back if it's not an attachment
834 //
835 if (item != null)
836 {
837 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
838 remoteClient.SendBulkUpdateInventory(item);
839 }
840
841 return null;
842 }
843
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 844 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 845 return null;
800 846
801 for (int i = 0; i < objlist.Count; i++) 847 for (int i = 0; i < objlist.Count; i++)
802 { 848 {
803 group = objlist[i]; 849 group = objlist[i];
850 SceneObjectPart rootPart = group.RootPart;
804 851
805// m_log.DebugFormat( 852// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 853// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +908,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 908
862 if (!attachment) 909 if (!attachment)
863 { 910 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 911 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 912 group.ClearPartAttachmentData();
868 913
@@ -880,6 +925,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 925// remoteClient.Name);
881 } 926 }
882 927
928 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
929
883 if (item != null) 930 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 931 DoPostRezWhenFromItem(item, attachment);
885 932
@@ -958,8 +1005,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
958 { 1005 {
959 rootPart.Name = item.Name; 1006 rootPart.Name = item.Name;
960 rootPart.Description = item.Description; 1007 rootPart.Description = item.Description;
961 rootPart.ObjectSaleType = item.SaleType; 1008 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
962 rootPart.SalePrice = item.SalePrice; 1009 {
1010 rootPart.ObjectSaleType = item.SaleType;
1011 rootPart.SalePrice = item.SalePrice;
1012 }
963 } 1013 }
964 1014
965 rootPart.FromFolderID = item.Folder; 1015 rootPart.FromFolderID = item.Folder;
@@ -968,7 +1018,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
968// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1018// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
969 1019
970 if ((rootPart.OwnerID != item.Owner) || 1020 if ((rootPart.OwnerID != item.Owner) ||
971 (item.CurrentPermissions & 16) != 0) 1021 (item.CurrentPermissions & 16) != 0 ||
1022 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
972 { 1023 {
973 //Need to kill the for sale here 1024 //Need to kill the for sale here
974 rootPart.ObjectSaleType = 0; 1025 rootPart.ObjectSaleType = 0;
@@ -978,31 +1029,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978 { 1029 {
979 foreach (SceneObjectPart part in so.Parts) 1030 foreach (SceneObjectPart part in so.Parts)
980 { 1031 {
981 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
982 {
983 part.EveryoneMask = item.EveryOnePermissions;
984 part.NextOwnerMask = item.NextPermissions;
985 }
986 part.GroupMask = 0; // DO NOT propagate here 1032 part.GroupMask = 0; // DO NOT propagate here
1033
1034 part.LastOwnerID = part.OwnerID;
1035 part.OwnerID = item.Owner;
1036 part.Inventory.ChangeInventoryOwner(item.Owner);
987 } 1037 }
988 1038
989 so.ApplyNextOwnerPermissions(); 1039 so.ApplyNextOwnerPermissions();
1040
1041 // In case the user has changed flags on a received item
1042 // we have to apply those changes after the slam. Else we
1043 // get a net loss of permissions
1044 foreach (SceneObjectPart part in so.Parts)
1045 {
1046 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1047 {
1048 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1049 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1050 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1051 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1052 }
1053 }
990 } 1054 }
991 } 1055 }
992 1056 else
993 foreach (SceneObjectPart part in so.Parts)
994 { 1057 {
995 part.FromUserInventoryItemID = fromUserInventoryItemId; 1058 foreach (SceneObjectPart part in so.Parts)
996
997 if ((part.OwnerID != item.Owner) ||
998 (item.CurrentPermissions & 16) != 0)
999 { 1059 {
1000 part.Inventory.ChangeInventoryOwner(item.Owner); 1060 part.FromUserInventoryItemID = fromUserInventoryItemId;
1001 part.GroupMask = 0; // DO NOT propagate here 1061
1062 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1063 part.EveryoneMask = item.EveryOnePermissions;
1064 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1065 part.NextOwnerMask = item.NextPermissions;
1066 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1067 part.GroupMask = item.GroupPermissions;
1002 } 1068 }
1003
1004 part.EveryoneMask = item.EveryOnePermissions;
1005 part.NextOwnerMask = item.NextPermissions;
1006 } 1069 }
1007 1070
1008 rootPart.TrimPermissions(); 1071 rootPart.TrimPermissions();
@@ -1140,4 +1203,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1140 1203
1141 #endregion 1204 #endregion
1142 } 1205 }
1143} \ No newline at end of file 1206}
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 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 6d3ace9..3b862da 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;
@@ -238,4 +241,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
238 } 241 }
239 } 242 }
240 } 243 }
241} \ No newline at end of file 244}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 85e7e94..6e75692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
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 fc217b0..1e743c3 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -246,6 +257,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
246 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
247 if (restartModule != null) 258 if (restartModule != null)
248 { 259 {
260 if (timeInSeconds == -1)
261 {
262 restartModule.AbortRestart("Restart aborted by region manager");
263 return;
264 }
265
249 List<int> times = new List<int>(); 266 List<int> times = new List<int>();
250 while (timeInSeconds > 0) 267 while (timeInSeconds > 0)
251 { 268 {
@@ -258,7 +275,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
258 timeInSeconds -= 15; 275 timeInSeconds -= 15;
259 } 276 }
260 277
261 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 278 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
262 } 279 }
263 } 280 }
264 281
@@ -466,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
466 { 483 {
467 if (!s.IsChildAgent) 484 if (!s.IsChildAgent)
468 { 485 {
469 Scene.TeleportClientHome(user, s.ControllingClient); 486 if (!Scene.TeleportClientHome(user, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
470 } 491 }
471 } 492 }
472 493
@@ -475,7 +496,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
475 { 496 {
476 remote_client.SendAlertMessage("User is already on the region ban list"); 497 remote_client.SendAlertMessage("User is already on the region ban list");
477 } 498 }
478 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 499 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
479 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 500 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
480 } 501 }
481 else 502 else
@@ -530,7 +551,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
530 remote_client.SendAlertMessage("User is not on the region ban list"); 551 remote_client.SendAlertMessage("User is not on the region ban list");
531 } 552 }
532 553
533 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 554 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
534 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 555 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
535 } 556 }
536 else 557 else
@@ -689,7 +710,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
689 ScenePresence s = Scene.GetScenePresence(prey); 710 ScenePresence s = Scene.GetScenePresence(prey);
690 if (s != null) 711 if (s != null)
691 { 712 {
692 Scene.TeleportClientHome(prey, s.ControllingClient); 713 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
714 {
715 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
716 s.ControllingClient.Close();
717 }
693 } 718 }
694 } 719 }
695 } 720 }
@@ -707,7 +732,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
707 // Also make sure they are actually in the region 732 // Also make sure they are actually in the region
708 ScenePresence p; 733 ScenePresence p;
709 if(Scene.TryGetScenePresence(client.AgentId, out p)) 734 if(Scene.TryGetScenePresence(client.AgentId, out p))
710 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 735 {
736 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
737 {
738 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
739 p.ControllingClient.Close();
740 }
741 }
711 } 742 }
712 }); 743 });
713 } 744 }
@@ -1070,6 +1101,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1070 1101
1071 public void AddRegion(Scene scene) 1102 public void AddRegion(Scene scene)
1072 { 1103 {
1104 m_regionChangeTimer.AutoReset = false;
1105 m_regionChangeTimer.Interval = 2000;
1106 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1107
1073 Scene = scene; 1108 Scene = scene;
1074 Scene.RegisterModuleInterface<IEstateModule>(this); 1109 Scene.RegisterModuleInterface<IEstateModule>(this);
1075 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1110 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1120,7 +1155,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1120 1155
1121 private void EventManager_OnNewClient(IClientAPI client) 1156 private void EventManager_OnNewClient(IClientAPI client)
1122 { 1157 {
1123 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1158 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1124 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1159 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1125// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1160// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1126 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1161 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1172,6 +1207,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1172 flags |= RegionFlags.AllowParcelChanges; 1207 flags |= RegionFlags.AllowParcelChanges;
1173 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1208 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1174 flags |= RegionFlags.BlockParcelSearch; 1209 flags |= RegionFlags.BlockParcelSearch;
1210 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1211 flags |= (RegionFlags)(1 << 11);
1212 if (Scene.RegionInfo.RegionSettings.Casino)
1213 flags |= (RegionFlags)(1 << 10);
1175 1214
1176 if (Scene.RegionInfo.RegionSettings.FixedSun) 1215 if (Scene.RegionInfo.RegionSettings.FixedSun)
1177 flags |= RegionFlags.SunFixed; 1216 flags |= RegionFlags.SunFixed;
@@ -1179,11 +1218,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1179 flags |= RegionFlags.Sandbox; 1218 flags |= RegionFlags.Sandbox;
1180 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1219 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1181 flags |= RegionFlags.AllowVoice; 1220 flags |= RegionFlags.AllowVoice;
1221 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1222 flags |= RegionFlags.AllowLandmark;
1223 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1224 flags |= RegionFlags.AllowSetHome;
1225 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1226 flags |= RegionFlags.BlockDwell;
1227 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1228 flags |= RegionFlags.ResetHomeOnTeleport;
1182 1229
1183 // Fudge these to always on, so the menu options activate
1184 //
1185 flags |= RegionFlags.AllowLandmark;
1186 flags |= RegionFlags.AllowSetHome;
1187 1230
1188 // TODO: SkipUpdateInterestList 1231 // TODO: SkipUpdateInterestList
1189 1232
@@ -1224,6 +1267,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1224 flags |= RegionFlags.ResetHomeOnTeleport; 1267 flags |= RegionFlags.ResetHomeOnTeleport;
1225 if (Scene.RegionInfo.EstateSettings.TaxFree) 1268 if (Scene.RegionInfo.EstateSettings.TaxFree)
1226 flags |= RegionFlags.TaxFree; 1269 flags |= RegionFlags.TaxFree;
1270 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1271 flags |= RegionFlags.AllowLandmark;
1272 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1273 flags |= RegionFlags.AllowParcelChanges;
1274 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1275 flags |= RegionFlags.AllowSetHome;
1227 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1276 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1228 flags |= (RegionFlags)(1 << 30); 1277 flags |= (RegionFlags)(1 << 30);
1229 1278
@@ -1244,6 +1293,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1244 1293
1245 public void TriggerRegionInfoChange() 1294 public void TriggerRegionInfoChange()
1246 { 1295 {
1296 m_regionChangeTimer.Stop();
1297 m_regionChangeTimer.Start();
1298 }
1299
1300 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1301 {
1247 ChangeDelegate change = OnRegionInfoChange; 1302 ChangeDelegate change = OnRegionInfoChange;
1248 1303
1249 if (change != null) 1304 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..02ac091 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1664,6 +1623,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1664 1623
1665 UpdateLandObject(localID, land.LandData); 1624 UpdateLandObject(localID, land.LandData);
1666 } 1625 }
1626
1627 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1628 {
1629 ILandObject land = null;
1630 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1631 foreach (ILandObject landObject in Land)
1632 {
1633 if (landObject.LandData.LocalID == landID)
1634 {
1635 land = landObject;
1636 }
1637 }
1638 land.DeedToGroup(DefaultGodParcelGroup);
1639 land.LandData.Name = DefaultGodParcelName;
1640 land.SendLandUpdateToAvatarsOverMe();
1641 }
1642
1643 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1644 {
1645 ScenePresence SP;
1646 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1647 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1648 if (SP.UserLevel != 0)
1649 {
1650 if (flags == 0) //All parcels, scripted or not
1651 {
1652 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1653 {
1654 if (e.OwnerID == targetID)
1655 {
1656 returns.Add(e);
1657 }
1658 }
1659 );
1660 }
1661 if (flags == 4) //All parcels, scripted object
1662 {
1663 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1664 {
1665 if (e.OwnerID == targetID)
1666 {
1667 if (e.ContainsScripts())
1668 {
1669 returns.Add(e);
1670 }
1671 }
1672 }
1673 );
1674 }
1675 if (flags == 4) //not target parcel, scripted object
1676 {
1677 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1678 {
1679 if (e.OwnerID == targetID)
1680 {
1681 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1682 if (landobject.LandData.OwnerID != e.OwnerID)
1683 {
1684 if (e.ContainsScripts())
1685 {
1686 returns.Add(e);
1687 }
1688 }
1689 }
1690 }
1691 );
1692 }
1693 foreach (SceneObjectGroup ol in returns)
1694 {
1695 ReturnObject(ol, client);
1696 }
1697 }
1698 }
1699 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1700 {
1701 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1702 objs[0] = obj;
1703 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1704 }
1705
1706 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1707
1708 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1709 {
1710 ScenePresence targetAvatar = null;
1711 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1712 ScenePresence parcelManager = null;
1713 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1714 System.Threading.Timer Timer;
1715
1716 if (targetAvatar.UserLevel == 0)
1717 {
1718 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1719 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1720 return;
1721 if (flags == 0)
1722 {
1723 targetAvatar.AllowMovement = false;
1724 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1725 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1726 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1727 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1728 Timers.Add(targetAvatar.UUID, Timer);
1729 }
1730 else
1731 {
1732 targetAvatar.AllowMovement = true;
1733 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1735 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1736 Timers.Remove(targetAvatar.UUID);
1737 Timer.Dispose();
1738 }
1739 }
1740 }
1741 private void OnEndParcelFrozen(object avatar)
1742 {
1743 ScenePresence targetAvatar = (ScenePresence)avatar;
1744 targetAvatar.AllowMovement = true;
1745 System.Threading.Timer Timer;
1746 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1747 Timers.Remove(targetAvatar.UUID);
1748 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1749 }
1750
1751
1752 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1753 {
1754 ScenePresence targetAvatar = null;
1755 ScenePresence parcelManager = null;
1756
1757 // Must have presences
1758 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1759 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1760 return;
1761
1762 // Cannot eject estate managers or gods
1763 if (m_scene.Permissions.IsAdministrator(target))
1764 return;
1765
1766 // Check if you even have permission to do this
1767 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1768 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1769 !m_scene.Permissions.IsAdministrator(client.AgentId))
1770 return;
1771
1772 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1773
1774 targetAvatar.TeleportWithMomentum(pos);
1775 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1776 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1777
1778 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1779 {
1780 LandAccessEntry entry = new LandAccessEntry();
1781 entry.AgentID = targetAvatar.UUID;
1782 entry.Flags = AccessList.Ban;
1783 entry.Expires = 0; // Perm
1784
1785 land.LandData.ParcelAccessList.Add(entry);
1786 }
1787 }
1667 1788
1668 protected void InstallInterfaces() 1789 protected void InstallInterfaces()
1669 { 1790 {
@@ -1726,5 +1847,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1726 1847
1727 MainConsole.Instance.Output(report.ToString()); 1848 MainConsole.Instance.Output(report.ToString());
1728 } 1849 }
1850
1851 public void EnforceBans(ILandObject land, ScenePresence avatar)
1852 {
1853 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1854 return;
1855
1856 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1857 {
1858 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1859 {
1860 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1861 if (pos == null)
1862 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1863 else
1864 ForceAvatarToPosition(avatar, (Vector3)pos);
1865 }
1866 else
1867 {
1868 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1869 }
1870 }
1871 }
1729 } 1872 }
1730} 1873}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index a0ed5a5..e86887d 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,27 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((long)LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * (long)m_scene.RegionInfo.ObjectCapacity
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536L);
197 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
198 return parcelMax;
199 }
200 }
201
202 private int GetParcelBasePrimCount()
203 {
204 if (overrideParcelMaxPrimCount != null)
205 {
206 return overrideParcelMaxPrimCount(this);
207 }
208 else
209 {
210 // Normal Calculations
211 int parcelMax = (int)((long)LandData.Area
212 * (long)m_scene.RegionInfo.ObjectCapacity
213 / 65536L);
197 return parcelMax; 214 return parcelMax;
198 } 215 }
199 } 216 }
@@ -207,8 +224,9 @@ namespace OpenSim.Region.CoreModules.World.Land
207 else 224 else
208 { 225 {
209 //Normal Calculations 226 //Normal Calculations
210 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 227 int simMax = (int)((long)LandData.SimwideArea
211 * (float)m_scene.RegionInfo.ObjectCapacity); 228 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
229 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
212 return simMax; 230 return simMax;
213 } 231 }
214 } 232 }
@@ -245,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 263 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 264 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 265 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 266 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 267 GetSimulatorMaxPrimCount(), regionFlags);
250 } 268 }
251 269
@@ -305,7 +323,7 @@ namespace OpenSim.Region.CoreModules.World.Land
305 323
306 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 324 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
307 ParcelFlags.AllowPublish | 325 ParcelFlags.AllowPublish |
308 ParcelFlags.MaturePublish); 326 ParcelFlags.MaturePublish) | (uint)(1 << 23);
309 } 327 }
310 328
311 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 329 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -417,6 +435,37 @@ namespace OpenSim.Region.CoreModules.World.Land
417 return false; 435 return false;
418 } 436 }
419 437
438 public bool HasGroupAccess(UUID avatar)
439 {
440 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
441 {
442 ScenePresence sp;
443 if (!m_scene.TryGetScenePresence(avatar, out sp))
444 {
445 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
446 if (groupsModule == null)
447 return false;
448
449 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
450 if (membership == null || membership.Length == 0)
451 return false;
452
453 foreach (GroupMembershipData d in membership)
454 {
455 if (d.GroupID == LandData.GroupID)
456 return true;
457 }
458 return false;
459 }
460
461 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
462 return false;
463
464 return true;
465 }
466 return false;
467 }
468
420 public bool IsBannedFromLand(UUID avatar) 469 public bool IsBannedFromLand(UUID avatar)
421 { 470 {
422 ExpireAccessList(); 471 ExpireAccessList();
@@ -448,6 +497,9 @@ namespace OpenSim.Region.CoreModules.World.Land
448 497
449 public bool IsRestrictedFromLand(UUID avatar) 498 public bool IsRestrictedFromLand(UUID avatar)
450 { 499 {
500 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
501 return false;
502
451 if (m_scene.Permissions.IsAdministrator(avatar)) 503 if (m_scene.Permissions.IsAdministrator(avatar))
452 return false; 504 return false;
453 505
@@ -457,7 +509,7 @@ namespace OpenSim.Region.CoreModules.World.Land
457 if (avatar == LandData.OwnerID) 509 if (avatar == LandData.OwnerID)
458 return false; 510 return false;
459 511
460 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0) 512 if (HasGroupAccess(avatar))
461 return false; 513 return false;
462 514
463 return (!IsInLandAccessList(avatar)); 515 return (!IsInLandAccessList(avatar));
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
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 64759a7..82ccaf8 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
367 367
368 public string Name 368 public string Name
369 { 369 {
370 get { return "PermissionsModule"; } 370 get { return "DefaultPermissionsModule"; }
371 } 371 }
372 372
373 public bool IsSharedModule 373 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..65180b5a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 8535a5a..e2bd769 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 6163fd1..e6f2855 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -64,6 +64,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option 64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false; 65 private bool m_Enabled = false;
66 66
67 private Bitmap lastImage = null;
68 private DateTime lastImageTime = DateTime.MinValue;
69
67 #region IRegionModule Members 70 #region IRegionModule Members
68 71
69 public void Initialise(IConfigSource source) 72 public void Initialise(IConfigSource source)
@@ -86,14 +89,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
86 89
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 90 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0) 91 if (renderers.Count > 0)
89 { 92 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else 93 else
94 {
95 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled"); 94 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97 95
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 96 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 } 97 }
@@ -126,9 +124,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
126 124
127 public Bitmap CreateMapTile() 125 public Bitmap CreateMapTile()
128 { 126 {
127 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
128 {
129 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
130 }
131
132 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
133 if (renderers.Count > 0)
134 {
135 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
136 }
137
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 138 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 139 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false); 140 Bitmap tile = CreateMapTile(viewport, false);
141 m_primMesher = null;
142
143 lastImage = tile;
144 lastImageTime = DateTime.Now;
145 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
132 } 146 }
133 147
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 148 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -655,4 +669,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
655 return result; 669 return result;
656 } 670 }
657 } 671 }
658} \ No newline at end of file 672}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..4e6bfb8 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -112,10 +112,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
112 112
113 // try to fetch from GridServer 113 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 115// if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 116// remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 117
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 118 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 119 List<MapBlockData> blocks = new List<MapBlockData>();
120 120
121 MapBlockData data; 121 MapBlockData data;
@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
149 data.Agents = 0; 149 data.Agents = 0;
150 data.Access = 255; 150 data.Access = 255;
151 data.MapImageId = UUID.Zero; 151 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 152 data.Name = mapName;
153 data.RegionFlags = 0; 153 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 154 data.WaterHeight = 0; // not used
155 data.X = 0; 155 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index faaf928..899e5ea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1240,7 +1240,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1240 } 1240 }
1241 else 1241 else
1242 { 1242 {
1243 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1243 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1245 { 1245 {
1246 OSDMap responsemapdata = new OSDMap(); 1246 OSDMap responsemapdata = new OSDMap();
@@ -1459,9 +1459,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1459 Color background = Color.FromArgb(0, 0, 0, 0); 1459 Color background = Color.FromArgb(0, 0, 0, 0);
1460 SolidBrush transparent = new SolidBrush(background); 1460 SolidBrush transparent = new SolidBrush(background);
1461 Graphics g = Graphics.FromImage(overlay); 1461 Graphics g = Graphics.FromImage(overlay);
1462 g.FillRectangle(transparent, 0, 0, 256, 256); 1462 g.FillRectangle(transparent, 0, 0, 255, 255);
1463 1463
1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1465 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1465 1466
1466 foreach (ILandObject land in parcels) 1467 foreach (ILandObject land in parcels)
1467 { 1468 {
@@ -1469,8 +1470,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1469 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1470 { 1471 {
1471 landForSale = true; 1472 landForSale = true;
1473
1474 bool[,] landBitmap = land.GetLandBitmap();
1475
1476 for (int x = 0 ; x < 64 ; x++)
1477 {
1478 for (int y = 0 ; y < 64 ; y++)
1479 {
1480 if (landBitmap[x, y])
1481 {
1482 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1483
1484 if (x > 0)
1485 {
1486 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1487 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1488 }
1489 if (y > 0)
1490 {
1491 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1492 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1493 }
1494 if (x < 63)
1495 {
1496 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1497 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1498 }
1499 if (y < 63)
1500 {
1501 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1502 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1503 }
1504 }
1505 }
1506 }
1472 1507
1473 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1508 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1474 } 1509 }
1475 } 1510 }
1476 1511
@@ -1482,15 +1517,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1482 1517
1483 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1518 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1484 1519
1485 for (int x = 0 ; x < 64 ; x++)
1486 {
1487 for (int y = 0 ; y < 64 ; y++)
1488 {
1489 if (saleBitmap[x, y])
1490 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1491 }
1492 }
1493
1494 try 1520 try
1495 { 1521 {
1496 return OpenJPEG.EncodeFromImage(overlay, true); 1522 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 1334905..32f4eea 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -238,5 +240,6 @@ namespace OpenSim.Region.Framework.Interfaces
238 /// A <see cref="Dictionary`2"/> 240 /// A <see cref="Dictionary`2"/>
239 /// </returns> 241 /// </returns>
240 Dictionary<UUID, string> GetScriptStates(); 242 Dictionary<UUID, string> GetScriptStates();
243 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
241 } 244 }
242} 245}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..76f1641 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,16 +35,18 @@ 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 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 42 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 43 Vector3 lookAt, uint teleportFlags);
42 44
45 bool TeleportHome(UUID id, IClientAPI client);
46
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 47 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 48 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 49
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 50 bool Cross(ScenePresence agent, bool isFlying);
49 51
50 void AgentArrivedAtDestination(UUID agent); 52 void AgentArrivedAtDestination(UUID agent);
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
53 55
54 void EnableChildAgent(ScenePresence agent, GridRegion region); 56 void EnableChildAgent(ScenePresence agent, GridRegion region);
55 57
58 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
59
56 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 60 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
61
62 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
63
57 } 64 }
58 65
59 public interface IUserAgentVerificationModule 66 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ 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} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 9cab2e1..ce66100 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Interfaces
69 69
70 ArrayList GetScriptErrors(UUID itemID); 70 ArrayList GetScriptErrors(UUID itemID);
71 71
72 bool HasScript(UUID itemID, out bool running);
73
72 void SaveAllState(); 74 void SaveAllState();
73 75
74 /// <summary> 76 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index fe3438e..741d233 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -883,6 +887,26 @@ namespace OpenSim.Region.Framework.Scenes
883 } 887 }
884 } 888 }
885 } 889 }
890 public void TriggerTerrainUpdate()
891 {
892 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
893 if (handlerTerrainUpdate != null)
894 {
895 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
896 {
897 try
898 {
899 d();
900 }
901 catch (Exception e)
902 {
903 m_log.ErrorFormat(
904 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
905 e.Message, e.StackTrace);
906 }
907 }
908 }
909 }
886 910
887 public void TriggerTerrainTick() 911 public void TriggerTerrainTick()
888 { 912 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5abd74f..6cf1067 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 {
125// m_log.DebugFormat(
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
127// f.Name, (AssetType)f.Type, item.Name);
128
129 item.Folder = f.ID;
130 }
131 else
132 { 126 {
133 f = InventoryService.GetRootFolder(item.Owner); 127 folder = InventoryService.GetRootFolder(item.Owner);
134 if (f != null) 128
135 { 129 if (folder == null)
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1238,21 +1245,28 @@ namespace OpenSim.Region.Framework.Scenes
1238 return; 1245 return;
1239 } 1246 }
1240 1247
1241 if (part.OwnerID != destPart.OwnerID) 1248 // Can't transfer this
1249 //
1250 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1251 return;
1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1257 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1242 { 1258 {
1243 // Source must have transfer permissions 1259 // object cannot copy items to an object owned by a different owner
1244 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1260 // unless llAllowInventoryDrop has been called
1245 return;
1246 1261
1247 // Object cannot copy items to an object owned by a different owner 1262 return;
1248 // unless llAllowInventoryDrop has been called on the destination
1249 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1250 return;
1251 } 1263 }
1252 1264
1253 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1254 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1267 {
1255 return; 1268 return;
1269 }
1256 1270
1257 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1271 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1258 1272
@@ -1308,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1308 1322
1309 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1310 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1311 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1312 1334
1313 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1493,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1493 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1494 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1495 1517
1496 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1497 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1498 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1499 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1500 else 1522// else
1501 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1502 } 1524 }
1503 } 1525 }
1504 1526
@@ -1682,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1682 } 1704 }
1683 1705
1684 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1685 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1686 agentID); 1708 agentID);
1687 AssetService.Store(asset); 1709 AssetService.Store(asset);
1688 1710
@@ -1838,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1838 // build a list of eligible objects 1860 // build a list of eligible objects
1839 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1840 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1841 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1842 // Start with true for both, then remove the flags if objects
1843 // that we can't derez are part of the selection
1844 bool permissionToTake = true;
1845 bool permissionToTakeCopy = true;
1846 bool permissionToDelete = true;
1847 1864
1848 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1849 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1850 // Invalid id 1873 // Invalid id
1851 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1852 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1853 continue; 1879 continue;
1880 }
1854 1881
1855 // Already deleted by someone else 1882 // Already deleted by someone else
1856 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1857 continue; 1887 continue;
1888 }
1858 1889
1859 // Can't delete child prims 1890 // Can't delete child prims
1860 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1862,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1862 1893
1863 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1864 1895
1865 deleteIDs.Add(localID);
1866 deleteGroups.Add(grp);
1867
1868 if (remoteClient == null) 1896 if (remoteClient == null)
1869 { 1897 {
1870 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1881,81 +1909,193 @@ namespace OpenSim.Region.Framework.Scenes
1881 } 1909 }
1882 else 1910 else
1883 { 1911 {
1884 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1885 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1886 1920 }
1887 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1888 permissionToTake = false; 1922 permissionToTake = false;
1889 1923
1890 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1891 permissionToDelete = false; 1925 permissionToDelete = false;
1892 } 1926 }
1893 }
1894 1927
1895 // Handle god perms 1928 // Handle god perms
1896 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1897 { 1930 {
1898 permissionToTake = true; 1931 permissionToTake = true;
1899 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1900 permissionToDelete = true; 1933 permissionToDelete = true;
1901 } 1934 }
1902 1935
1903 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1904 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1905 permissionToDelete = false; 1938 permissionToDelete = false;
1906 1939
1907 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1908 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1909 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1910 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1911 // just use that. 1944 // just use that.
1912 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1913 { 1946 {
1914 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1915 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1916 return; 1949 return;
1917 1950
1918 permissionToTake = true; 1951 permissionToTake = true;
1919 // Don't delete 1952 // Don't delete
1920 permissionToDelete = false; 1953 permissionToDelete = false;
1921 } 1954 }
1922 1955
1923 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1924 {
1925 if (remoteClient != null)
1926 { 1957 {
1927 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1928 null,
1929 remoteClient.AgentId,
1930 deleteGroups))
1931 { 1959 {
1932 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1933 permissionToDelete = true; 1961 null,
1934 1962 remoteClient.AgentId,
1935 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1936 { 1964 {
1937 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1938 } 1969 }
1939 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1940 } 1976 }
1941 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1942 { 1982 {
1943 permissionToTake = true; 1983 if (permissionToTake)
1944 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1945 } 1986 }
1946 } 1987 }
1947 1988
1948 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1949 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1950 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1951 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1952 permissionToDelete); 1998 true);
1953 } 1999 }
1954 else if (permissionToDelete) 2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
2005 }
2006 if (deleteIDs.Count > 0)
1955 { 2007 {
1956 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1957 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
2010 }
2011 }
2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
1958 } 2097 }
2098 return UUID.Zero;
1959 } 2099 }
1960 2100
1961 /// <summary> 2101 /// <summary>
@@ -2084,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2084 2224
2085 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2086 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2087 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2088 if (part == null) 2231 if (part == null)
2089 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 87ffc74..35ac908 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
138 { 138 {
139 SceneObjectGroup sog = part.ParentGroup; 139 SceneObjectGroup sog = part.ParentGroup;
140 sog.SendPropertiesToClient(remoteClient); 140 sog.SendPropertiesToClient(remoteClient);
141 sog.IsSelected = true;
142 141
143 // A prim is only tainted if it's allowed to be edited by the person clicking it. 142 // A prim is only tainted if it's allowed to be edited by the person clicking it.
144 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 143 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
145 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 144 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
146 { 145 {
146 sog.IsSelected = true;
147 EventManager.TriggerParcelPrimCountTainted(); 147 EventManager.TriggerParcelPrimCountTainted();
148 } 148 }
149 } 149 }
@@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
215 // handled by group, but by prim. Legacy cruft. 215 // handled by group, but by prim. Legacy cruft.
216 // TODO: Make selection flagging per prim! 216 // TODO: Make selection flagging per prim!
217 // 217 //
218 part.ParentGroup.IsSelected = false; 218 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
219 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
220 part.ParentGroup.IsSelected = false;
219 221
220 if (part.ParentGroup.IsAttachment) 222 if (part.ParentGroup.IsAttachment)
221 isAttachment = true; 223 isAttachment = true;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 29825a2..df37b98 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
118 // TODO: need to figure out how allow client agents but deny 118 // TODO: need to figure out how allow client agents but deny
119 // root agents when ACL denies access to root agent 119 // root agents when ACL denies access to root agent
120 public bool m_strictAccessControl = true; 120 public bool m_strictAccessControl = true;
121 public bool m_seeIntoBannedRegion = false;
121 public int MaxUndoCount = 5; 122 public int MaxUndoCount = 5;
122 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
123 public bool LoginLock = false; 124 public bool LoginLock = false;
@@ -133,12 +134,14 @@ namespace OpenSim.Region.Framework.Scenes
133 134
134 protected int m_splitRegionID; 135 protected int m_splitRegionID;
135 protected Timer m_restartWaitTimer = new Timer(); 136 protected Timer m_restartWaitTimer = new Timer();
137 protected Timer m_timerWatchdog = new Timer();
136 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 138 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
137 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 139 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
138 protected string m_simulatorVersion = "OpenSimulator Server"; 140 protected string m_simulatorVersion = "OpenSimulator Server";
139 protected ModuleLoader m_moduleLoader; 141 protected ModuleLoader m_moduleLoader;
140 protected AgentCircuitManager m_authenticateHandler; 142 protected AgentCircuitManager m_authenticateHandler;
141 protected SceneCommunicationService m_sceneGridService; 143 protected SceneCommunicationService m_sceneGridService;
144 protected ISnmpModule m_snmpService = null;
142 145
143 protected ISimulationDataService m_SimulationDataService; 146 protected ISimulationDataService m_SimulationDataService;
144 protected IEstateDataService m_EstateDataService; 147 protected IEstateDataService m_EstateDataService;
@@ -201,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
201 private int m_update_events = 1; 204 private int m_update_events = 1;
202 private int m_update_backup = 200; 205 private int m_update_backup = 200;
203 private int m_update_terrain = 50; 206 private int m_update_terrain = 50;
204// private int m_update_land = 1; 207 private int m_update_land = 10;
205 private int m_update_coarse_locations = 50; 208 private int m_update_coarse_locations = 50;
206 209
207 private int agentMS; 210 private int agentMS;
@@ -220,6 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 223 /// </summary>
221 private int m_lastFrameTick; 224 private int m_lastFrameTick;
222 225
226 public bool CombineRegions = false;
223 /// <summary> 227 /// <summary>
224 /// Tick at which the last maintenance run occurred. 228 /// Tick at which the last maintenance run occurred.
225 /// </summary> 229 /// </summary>
@@ -250,6 +254,11 @@ namespace OpenSim.Region.Framework.Scenes
250 /// </summary> 254 /// </summary>
251 private int m_LastLogin; 255 private int m_LastLogin;
252 256
257 private int m_lastIncoming;
258 private int m_lastOutgoing;
259 private int m_hbRestarts = 0;
260
261
253 /// <summary> 262 /// <summary>
254 /// Thread that runs the scene loop. 263 /// Thread that runs the scene loop.
255 /// </summary> 264 /// </summary>
@@ -265,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
265 private volatile bool m_shuttingDown; 274 private volatile bool m_shuttingDown;
266 275
267// private int m_lastUpdate; 276// private int m_lastUpdate;
268// private bool m_firstHeartbeat = true; 277 private bool m_firstHeartbeat = true;
269 278
270 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
271 private bool m_reprioritizationEnabled = true; 280 private bool m_reprioritizationEnabled = true;
@@ -310,6 +319,19 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_sceneGridService; } 319 get { return m_sceneGridService; }
311 } 320 }
312 321
322 public ISnmpModule SnmpService
323 {
324 get
325 {
326 if (m_snmpService == null)
327 {
328 m_snmpService = RequestModuleInterface<ISnmpModule>();
329 }
330
331 return m_snmpService;
332 }
333 }
334
313 public ISimulationDataService SimulationDataService 335 public ISimulationDataService SimulationDataService
314 { 336 {
315 get 337 get
@@ -592,6 +614,8 @@ namespace OpenSim.Region.Framework.Scenes
592 m_EstateDataService = estateDataService; 614 m_EstateDataService = estateDataService;
593 m_regionHandle = m_regInfo.RegionHandle; 615 m_regionHandle = m_regInfo.RegionHandle;
594 m_regionName = m_regInfo.RegionName; 616 m_regionName = m_regInfo.RegionName;
617 m_lastIncoming = 0;
618 m_lastOutgoing = 0;
595 619
596 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 620 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
597 m_asyncSceneObjectDeleter.Enabled = true; 621 m_asyncSceneObjectDeleter.Enabled = true;
@@ -672,98 +696,107 @@ namespace OpenSim.Region.Framework.Scenes
672 696
673 // Region config overrides global config 697 // Region config overrides global config
674 // 698 //
675 if (m_config.Configs["Startup"] != null) 699 try
676 { 700 {
677 IConfig startupConfig = m_config.Configs["Startup"]; 701 if (m_config.Configs["Startup"] != null)
678
679 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
680 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
681 if (!m_useBackup)
682 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
683
684 //Animation states
685 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
686
687 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
688 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
689
690 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
691 if (RegionInfo.NonphysPrimMax > 0)
692 { 702 {
693 m_maxNonphys = RegionInfo.NonphysPrimMax; 703 IConfig startupConfig = m_config.Configs["Startup"];
694 }
695 704
696 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 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);
697 712
698 if (RegionInfo.PhysPrimMax > 0) 713 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
699 { 714 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
700 m_maxPhys = RegionInfo.PhysPrimMax;
701 }
702 715
703 // Here, if clamping is requested in either global or 716 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
704 // local config, it will be used 717 if (RegionInfo.NonphysPrimMax > 0)
705 // 718 {
706 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 719 m_maxNonphys = RegionInfo.NonphysPrimMax;
707 if (RegionInfo.ClampPrimSize) 720 }
708 {
709 m_clampPrimSize = true;
710 }
711 721
712 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 722 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
713 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
714 m_dontPersistBefore =
715 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
716 m_dontPersistBefore *= 10000000;
717 m_persistAfter =
718 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
719 m_persistAfter *= 10000000;
720 723
721 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 724 if (RegionInfo.PhysPrimMax > 0)
725 {
726 m_maxPhys = RegionInfo.PhysPrimMax;
727 }
722 728
723 IConfig packetConfig = m_config.Configs["PacketPool"]; 729 // Here, if clamping is requested in either global or
724 if (packetConfig != null) 730 // local config, it will be used
725 { 731 //
726 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 732 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
727 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 733 if (RegionInfo.ClampPrimSize)
728 } 734 {
735 m_clampPrimSize = true;
736 }
729 737
730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 738 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
739 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
740 m_dontPersistBefore =
741 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
742 m_dontPersistBefore *= 10000000;
743 m_persistAfter =
744 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
745 m_persistAfter *= 10000000;
731 746
732 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 747 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
733 if (m_generateMaptiles) 748 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
734 { 749
735 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 750 IConfig packetConfig = m_config.Configs["PacketPool"];
736 if (maptileRefresh != 0) 751 if (packetConfig != null)
737 { 752 {
738 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 753 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
739 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 754 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
740 m_mapGenerationTimer.AutoReset = true;
741 m_mapGenerationTimer.Start();
742 } 755 }
743 }
744 else
745 {
746 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
747 UUID tileID;
748 756
749 if (UUID.TryParse(tile, out tileID)) 757 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
758 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
759 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
760
761 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
762 if (m_generateMaptiles)
750 { 763 {
751 RegionInfo.RegionSettings.TerrainImageID = tileID; 764 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
765 if (maptileRefresh != 0)
766 {
767 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
768 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
769 m_mapGenerationTimer.AutoReset = true;
770 m_mapGenerationTimer.Start();
771 }
752 } 772 }
753 } 773 else
774 {
775 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
776 UUID tileID;
754 777
755 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 778 if (UUID.TryParse(tile, out tileID))
756 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 779 {
757 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 780 RegionInfo.RegionSettings.TerrainImageID = tileID;
758 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 781 }
759 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 782 }
760 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
761 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
762 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
763 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
764 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
765 783
766 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 784 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
785 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
786 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
787 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
788 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
789 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
790 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
791 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
792 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
793 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
794 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
795 }
796 }
797 catch (Exception e)
798 {
799 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
767 } 800 }
768 801
769 #endregion Region Config 802 #endregion Region Config
@@ -1194,7 +1227,22 @@ namespace OpenSim.Region.Framework.Scenes
1194 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1227 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1195 if (m_heartbeatThread != null) 1228 if (m_heartbeatThread != null)
1196 { 1229 {
1230 m_hbRestarts++;
1231 if(m_hbRestarts > 10)
1232 Environment.Exit(1);
1233 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1234
1235//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1236//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1237//proc.EnableRaisingEvents=false;
1238//proc.StartInfo.FileName = "/bin/kill";
1239//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1240//proc.Start();
1241//proc.WaitForExit();
1242//Thread.Sleep(1000);
1243//Environment.Exit(1);
1197 m_heartbeatThread.Abort(); 1244 m_heartbeatThread.Abort();
1245 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1198 m_heartbeatThread = null; 1246 m_heartbeatThread = null;
1199 } 1247 }
1200// m_lastUpdate = Util.EnvironmentTickCount(); 1248// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1507,6 +1555,8 @@ namespace OpenSim.Region.Framework.Scenes
1507 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1555 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1508 maintc = (int)(MinFrameTime * 1000) - maintc; 1556 maintc = (int)(MinFrameTime * 1000) - maintc;
1509 1557
1558 m_firstHeartbeat = false;
1559
1510 if (maintc > 0) 1560 if (maintc > 0)
1511 Thread.Sleep(maintc); 1561 Thread.Sleep(maintc);
1512 1562
@@ -1536,9 +1586,9 @@ namespace OpenSim.Region.Framework.Scenes
1536 1586
1537 private void CheckAtTargets() 1587 private void CheckAtTargets()
1538 { 1588 {
1539 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1589 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1540 lock (m_groupsWithTargets) 1590 lock (m_groupsWithTargets)
1541 objs = m_groupsWithTargets.Values; 1591 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1542 1592
1543 foreach (SceneObjectGroup entry in objs) 1593 foreach (SceneObjectGroup entry in objs)
1544 entry.checkAtTargets(); 1594 entry.checkAtTargets();
@@ -1619,7 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes
1619 msg.fromAgentName = "Server"; 1669 msg.fromAgentName = "Server";
1620 msg.dialog = (byte)19; // Object msg 1670 msg.dialog = (byte)19; // Object msg
1621 msg.fromGroup = false; 1671 msg.fromGroup = false;
1622 msg.offline = (byte)0; 1672 msg.offline = (byte)1;
1623 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1673 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1624 msg.Position = Vector3.Zero; 1674 msg.Position = Vector3.Zero;
1625 msg.RegionID = RegionInfo.RegionID.Guid; 1675 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1857,14 +1907,24 @@ namespace OpenSim.Region.Framework.Scenes
1857 /// <returns></returns> 1907 /// <returns></returns>
1858 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1908 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1859 { 1909 {
1910
1911 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1912 Vector3 wpos = Vector3.Zero;
1913 // Check for water surface intersection from above
1914 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1915 {
1916 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1917 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1918 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1919 wpos.Z = wheight;
1920 }
1921
1860 Vector3 pos = Vector3.Zero; 1922 Vector3 pos = Vector3.Zero;
1861 if (RayEndIsIntersection == (byte)1) 1923 if (RayEndIsIntersection == (byte)1)
1862 { 1924 {
1863 pos = RayEnd; 1925 pos = RayEnd;
1864 return pos;
1865 } 1926 }
1866 1927 else if (RayTargetID != UUID.Zero)
1867 if (RayTargetID != UUID.Zero)
1868 { 1928 {
1869 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1929 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1870 1930
@@ -1886,7 +1946,7 @@ namespace OpenSim.Region.Framework.Scenes
1886 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1946 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1887 1947
1888 // Un-comment out the following line to Get Raytrace results printed to the console. 1948 // Un-comment out the following line to Get Raytrace results printed to the console.
1889 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1949 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1890 float ScaleOffset = 0.5f; 1950 float ScaleOffset = 0.5f;
1891 1951
1892 // If we hit something 1952 // If we hit something
@@ -1909,13 +1969,10 @@ namespace OpenSim.Region.Framework.Scenes
1909 //pos.Z -= 0.25F; 1969 //pos.Z -= 0.25F;
1910 1970
1911 } 1971 }
1912
1913 return pos;
1914 } 1972 }
1915 else 1973 else
1916 { 1974 {
1917 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1975 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1918
1919 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1976 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1920 1977
1921 // Un-comment the following line to print the raytrace results to the console. 1978 // Un-comment the following line to print the raytrace results to the console.
@@ -1924,13 +1981,12 @@ namespace OpenSim.Region.Framework.Scenes
1924 if (ei.HitTF) 1981 if (ei.HitTF)
1925 { 1982 {
1926 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1983 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1927 } else 1984 }
1985 else
1928 { 1986 {
1929 // fall back to our stupid functionality 1987 // fall back to our stupid functionality
1930 pos = RayEnd; 1988 pos = RayEnd;
1931 } 1989 }
1932
1933 return pos;
1934 } 1990 }
1935 } 1991 }
1936 else 1992 else
@@ -1941,8 +1997,12 @@ namespace OpenSim.Region.Framework.Scenes
1941 //increase height so its above the ground. 1997 //increase height so its above the ground.
1942 //should be getting the normal of the ground at the rez point and using that? 1998 //should be getting the normal of the ground at the rez point and using that?
1943 pos.Z += scale.Z / 2f; 1999 pos.Z += scale.Z / 2f;
1944 return pos; 2000// return pos;
1945 } 2001 }
2002
2003 // check against posible water intercept
2004 if (wpos.Z > pos.Z) pos = wpos;
2005 return pos;
1946 } 2006 }
1947 2007
1948 2008
@@ -2032,7 +2092,10 @@ namespace OpenSim.Region.Framework.Scenes
2032 public bool AddRestoredSceneObject( 2092 public bool AddRestoredSceneObject(
2033 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2093 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2034 { 2094 {
2035 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2095 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2096 if (result)
2097 sceneObject.IsDeleted = false;
2098 return result;
2036 } 2099 }
2037 2100
2038 /// <summary> 2101 /// <summary>
@@ -2124,6 +2187,15 @@ namespace OpenSim.Region.Framework.Scenes
2124 /// </summary> 2187 /// </summary>
2125 public void DeleteAllSceneObjects() 2188 public void DeleteAllSceneObjects()
2126 { 2189 {
2190 DeleteAllSceneObjects(false);
2191 }
2192
2193 /// <summary>
2194 /// Delete every object from the scene. This does not include attachments worn by avatars.
2195 /// </summary>
2196 public void DeleteAllSceneObjects(bool exceptNoCopy)
2197 {
2198 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2127 lock (Entities) 2199 lock (Entities)
2128 { 2200 {
2129 EntityBase[] entities = Entities.GetEntities(); 2201 EntityBase[] entities = Entities.GetEntities();
@@ -2132,11 +2204,24 @@ namespace OpenSim.Region.Framework.Scenes
2132 if (e is SceneObjectGroup) 2204 if (e is SceneObjectGroup)
2133 { 2205 {
2134 SceneObjectGroup sog = (SceneObjectGroup)e; 2206 SceneObjectGroup sog = (SceneObjectGroup)e;
2135 if (!sog.IsAttachment) 2207 if (sog != null && !sog.IsAttachment)
2136 DeleteSceneObject((SceneObjectGroup)e, false); 2208 {
2209 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2210 {
2211 DeleteSceneObject((SceneObjectGroup)e, false);
2212 }
2213 else
2214 {
2215 toReturn.Add((SceneObjectGroup)e);
2216 }
2217 }
2137 } 2218 }
2138 } 2219 }
2139 } 2220 }
2221 if (toReturn.Count > 0)
2222 {
2223 returnObjects(toReturn.ToArray(), UUID.Zero);
2224 }
2140 } 2225 }
2141 2226
2142 /// <summary> 2227 /// <summary>
@@ -2177,6 +2262,8 @@ namespace OpenSim.Region.Framework.Scenes
2177 } 2262 }
2178 2263
2179 group.DeleteGroupFromScene(silent); 2264 group.DeleteGroupFromScene(silent);
2265 if (!silent)
2266 SendKillObject(new List<uint>() { group.LocalId });
2180 2267
2181// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2268// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2182 } 2269 }
@@ -2466,6 +2553,8 @@ namespace OpenSim.Region.Framework.Scenes
2466 2553
2467 if (newPosition != Vector3.Zero) 2554 if (newPosition != Vector3.Zero)
2468 newObject.RootPart.GroupPosition = newPosition; 2555 newObject.RootPart.GroupPosition = newPosition;
2556 if (newObject.RootPart.KeyframeMotion != null)
2557 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2469 2558
2470 if (!AddSceneObject(newObject)) 2559 if (!AddSceneObject(newObject))
2471 { 2560 {
@@ -2534,10 +2623,17 @@ namespace OpenSim.Region.Framework.Scenes
2534 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2623 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2535 public bool AddSceneObject(SceneObjectGroup sceneObject) 2624 public bool AddSceneObject(SceneObjectGroup sceneObject)
2536 { 2625 {
2626 if (sceneObject.OwnerID == UUID.Zero)
2627 {
2628 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2629 return false;
2630 }
2631
2537 // If the user is banned, we won't let any of their objects 2632 // If the user is banned, we won't let any of their objects
2538 // enter. Period. 2633 // enter. Period.
2539 // 2634 //
2540 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2635 int flags = GetUserFlags(sceneObject.OwnerID);
2636 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2541 { 2637 {
2542 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2638 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2543 2639
@@ -2583,12 +2679,23 @@ namespace OpenSim.Region.Framework.Scenes
2583 } 2679 }
2584 else 2680 else
2585 { 2681 {
2682 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2586 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2683 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2587 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2684 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2588 } 2685 }
2686 if (sceneObject.OwnerID == UUID.Zero)
2687 {
2688 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2689 return false;
2690 }
2589 } 2691 }
2590 else 2692 else
2591 { 2693 {
2694 if (sceneObject.OwnerID == UUID.Zero)
2695 {
2696 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2697 return false;
2698 }
2592 AddRestoredSceneObject(sceneObject, true, false); 2699 AddRestoredSceneObject(sceneObject, true, false);
2593 2700
2594 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2701 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2617,6 +2724,24 @@ namespace OpenSim.Region.Framework.Scenes
2617 return 2; // StateSource.PrimCrossing 2724 return 2; // StateSource.PrimCrossing
2618 } 2725 }
2619 2726
2727 public int GetUserFlags(UUID user)
2728 {
2729 //Unfortunately the SP approach means that the value is cached until region is restarted
2730 /*
2731 ScenePresence sp;
2732 if (TryGetScenePresence(user, out sp))
2733 {
2734 return sp.UserFlags;
2735 }
2736 else
2737 {
2738 */
2739 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2740 if (uac == null)
2741 return 0;
2742 return uac.UserFlags;
2743 //}
2744 }
2620 #endregion 2745 #endregion
2621 2746
2622 #region Add/Remove Avatar Methods 2747 #region Add/Remove Avatar Methods
@@ -2630,7 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2630 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2755 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2631 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2756 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2632 2757
2633// CheckHeartbeat(); 2758 CheckHeartbeat();
2634 2759
2635 ScenePresence sp = GetScenePresence(client.AgentId); 2760 ScenePresence sp = GetScenePresence(client.AgentId);
2636 2761
@@ -2683,7 +2808,13 @@ namespace OpenSim.Region.Framework.Scenes
2683 2808
2684 EventManager.TriggerOnNewClient(client); 2809 EventManager.TriggerOnNewClient(client);
2685 if (vialogin) 2810 if (vialogin)
2811 {
2686 EventManager.TriggerOnClientLogin(client); 2812 EventManager.TriggerOnClientLogin(client);
2813 // Send initial parcel data
2814 Vector3 pos = sp.AbsolutePosition;
2815 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2816 land.SendLandUpdateToClient(client);
2817 }
2687 2818
2688 return sp; 2819 return sp;
2689 } 2820 }
@@ -2773,19 +2904,12 @@ namespace OpenSim.Region.Framework.Scenes
2773 // and the scene presence and the client, if they exist 2904 // and the scene presence and the client, if they exist
2774 try 2905 try
2775 { 2906 {
2776 // We need to wait for the client to make UDP contact first. 2907 ScenePresence sp = GetScenePresence(agentID);
2777 // It's the UDP contact that creates the scene presence 2908 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2778 ScenePresence sp = WaitGetScenePresence(agentID); 2909
2779 if (sp != null) 2910 if (sp != null)
2780 {
2781 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2782
2783 sp.ControllingClient.Close(); 2911 sp.ControllingClient.Close();
2784 } 2912
2785 else
2786 {
2787 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2788 }
2789 // BANG! SLASH! 2913 // BANG! SLASH!
2790 m_authenticateHandler.RemoveCircuit(agentID); 2914 m_authenticateHandler.RemoveCircuit(agentID);
2791 2915
@@ -2830,6 +2954,8 @@ namespace OpenSim.Region.Framework.Scenes
2830 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2954 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2831 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2955 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2832 2956
2957 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2958
2833 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2959 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2834 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2960 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2835 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2961 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2886,6 +3012,7 @@ namespace OpenSim.Region.Framework.Scenes
2886 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3012 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2887 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3013 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2888 client.OnCopyInventoryItem += CopyInventoryItem; 3014 client.OnCopyInventoryItem += CopyInventoryItem;
3015 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2889 client.OnMoveInventoryItem += MoveInventoryItem; 3016 client.OnMoveInventoryItem += MoveInventoryItem;
2890 client.OnRemoveInventoryItem += RemoveInventoryItem; 3017 client.OnRemoveInventoryItem += RemoveInventoryItem;
2891 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3018 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2957,6 +3084,8 @@ namespace OpenSim.Region.Framework.Scenes
2957 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3084 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2958 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3085 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2959 3086
3087 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3088
2960 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3089 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2961 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3090 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2962 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3091 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3059,15 +3188,16 @@ namespace OpenSim.Region.Framework.Scenes
3059 /// </summary> 3188 /// </summary>
3060 /// <param name="agentId">The avatar's Unique ID</param> 3189 /// <param name="agentId">The avatar's Unique ID</param>
3061 /// <param name="client">The IClientAPI for the client</param> 3190 /// <param name="client">The IClientAPI for the client</param>
3062 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3191 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3063 { 3192 {
3064 if (m_teleportModule != null) 3193 if (m_teleportModule != null)
3065 m_teleportModule.TeleportHome(agentId, client); 3194 return m_teleportModule.TeleportHome(agentId, client);
3066 else 3195 else
3067 { 3196 {
3068 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3197 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3069 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3198 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3070 } 3199 }
3200 return false;
3071 } 3201 }
3072 3202
3073 /// <summary> 3203 /// <summary>
@@ -3177,6 +3307,16 @@ namespace OpenSim.Region.Framework.Scenes
3177 /// <param name="flags"></param> 3307 /// <param name="flags"></param>
3178 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3308 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3179 { 3309 {
3310 //Add half the avatar's height so that the user doesn't fall through prims
3311 ScenePresence presence;
3312 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3313 {
3314 if (presence.Appearance != null)
3315 {
3316 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3317 }
3318 }
3319
3180 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3320 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3181 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3321 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3182 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3322 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3245,8 +3385,9 @@ namespace OpenSim.Region.Framework.Scenes
3245 regions.Remove(RegionInfo.RegionHandle); 3385 regions.Remove(RegionInfo.RegionHandle);
3246 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3386 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3247 } 3387 }
3248 3388 m_log.Debug("[Scene] Beginning ClientClosed");
3249 m_eventManager.TriggerClientClosed(agentID, this); 3389 m_eventManager.TriggerClientClosed(agentID, this);
3390 m_log.Debug("[Scene] Finished ClientClosed");
3250 } 3391 }
3251 catch (NullReferenceException) 3392 catch (NullReferenceException)
3252 { 3393 {
@@ -3308,9 +3449,10 @@ namespace OpenSim.Region.Framework.Scenes
3308 { 3449 {
3309 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3450 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3310 } 3451 }
3311 3452 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3312 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3453 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3313// CleanDroppedAttachments(); 3454// CleanDroppedAttachments();
3455 m_log.Debug("[Scene] The avatar has left the building");
3314 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3456 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3315 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3457 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3316 } 3458 }
@@ -3432,13 +3574,16 @@ namespace OpenSim.Region.Framework.Scenes
3432 sp = null; 3574 sp = null;
3433 } 3575 }
3434 3576
3435 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3436 3577
3437 //On login test land permisions 3578 //On login test land permisions
3438 if (vialogin) 3579 if (vialogin)
3439 { 3580 {
3440 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3581 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3582 if (cache != null)
3583 cache.Remove(agent.firstname + " " + agent.lastname);
3584 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3441 { 3585 {
3586 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3442 return false; 3587 return false;
3443 } 3588 }
3444 } 3589 }
@@ -3462,8 +3607,13 @@ namespace OpenSim.Region.Framework.Scenes
3462 3607
3463 try 3608 try
3464 { 3609 {
3465 if (!AuthorizeUser(agent, out reason)) 3610 // Always check estate if this is a login. Always
3466 return false; 3611 // check if banned regions are to be blacked out.
3612 if (vialogin || (!m_seeIntoBannedRegion))
3613 {
3614 if (!AuthorizeUser(agent, out reason))
3615 return false;
3616 }
3467 } 3617 }
3468 catch (Exception e) 3618 catch (Exception e)
3469 { 3619 {
@@ -3589,6 +3739,8 @@ namespace OpenSim.Region.Framework.Scenes
3589 } 3739 }
3590 3740
3591 // Honor parcel landing type and position. 3741 // Honor parcel landing type and position.
3742 /*
3743 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3592 if (land != null) 3744 if (land != null)
3593 { 3745 {
3594 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3746 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3596,26 +3748,34 @@ namespace OpenSim.Region.Framework.Scenes
3596 agent.startpos = land.LandData.UserLocation; 3748 agent.startpos = land.LandData.UserLocation;
3597 } 3749 }
3598 } 3750 }
3751 */// This is now handled properly in ScenePresence.MakeRootAgent
3599 } 3752 }
3600 3753
3601 return true; 3754 return true;
3602 } 3755 }
3603 3756
3604 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3757 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3605 { 3758 {
3606 3759 reason = String.Empty;
3607 bool banned = land.IsBannedFromLand(agent.AgentID); 3760 if (Permissions.IsGod(agentID))
3608 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3761 return true;
3762
3763 ILandObject land = LandChannel.GetLandObject(posX, posY);
3764 if (land == null)
3765 return false;
3766
3767 bool banned = land.IsBannedFromLand(agentID);
3768 bool restricted = land.IsRestrictedFromLand(agentID);
3609 3769
3610 if (banned || restricted) 3770 if (banned || restricted)
3611 { 3771 {
3612 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3772 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3613 if (nearestParcel != null) 3773 if (nearestParcel != null)
3614 { 3774 {
3615 //Move agent to nearest allowed 3775 //Move agent to nearest allowed
3616 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3776 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3617 agent.startpos.X = newPosition.X; 3777 posX = newPosition.X;
3618 agent.startpos.Y = newPosition.Y; 3778 posY = newPosition.Y;
3619 } 3779 }
3620 else 3780 else
3621 { 3781 {
@@ -3677,7 +3837,7 @@ namespace OpenSim.Region.Framework.Scenes
3677 3837
3678 if (!m_strictAccessControl) return true; 3838 if (!m_strictAccessControl) return true;
3679 if (Permissions.IsGod(agent.AgentID)) return true; 3839 if (Permissions.IsGod(agent.AgentID)) return true;
3680 3840
3681 if (AuthorizationService != null) 3841 if (AuthorizationService != null)
3682 { 3842 {
3683 if (!AuthorizationService.IsAuthorizedForRegion( 3843 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3692,7 +3852,7 @@ namespace OpenSim.Region.Framework.Scenes
3692 3852
3693 if (m_regInfo.EstateSettings != null) 3853 if (m_regInfo.EstateSettings != null)
3694 { 3854 {
3695 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3855 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3696 { 3856 {
3697 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3857 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3698 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3858 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3884,6 +4044,13 @@ namespace OpenSim.Region.Framework.Scenes
3884 4044
3885 // We have to wait until the viewer contacts this region after receiving EAC. 4045 // We have to wait until the viewer contacts this region after receiving EAC.
3886 // That calls AddNewClient, which finally creates the ScenePresence 4046 // That calls AddNewClient, which finally creates the ScenePresence
4047 int flags = GetUserFlags(cAgentData.AgentID);
4048 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4049 {
4050 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4051 return false;
4052 }
4053
3887 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4054 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3888 if (nearestParcel == null) 4055 if (nearestParcel == null)
3889 { 4056 {
@@ -3965,12 +4132,22 @@ namespace OpenSim.Region.Framework.Scenes
3965 return false; 4132 return false;
3966 } 4133 }
3967 4134
4135 public bool IncomingCloseAgent(UUID agentID)
4136 {
4137 return IncomingCloseAgent(agentID, false);
4138 }
4139
4140 public bool IncomingCloseChildAgent(UUID agentID)
4141 {
4142 return IncomingCloseAgent(agentID, true);
4143 }
4144
3968 /// <summary> 4145 /// <summary>
3969 /// Tell a single agent to disconnect from the region. 4146 /// Tell a single agent to disconnect from the region.
3970 /// </summary> 4147 /// </summary>
3971 /// <param name="regionHandle"></param>
3972 /// <param name="agentID"></param> 4148 /// <param name="agentID"></param>
3973 public bool IncomingCloseAgent(UUID agentID) 4149 /// <param name="childOnly"></param>
4150 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3974 { 4151 {
3975 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4152 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3976 4153
@@ -3982,7 +4159,7 @@ namespace OpenSim.Region.Framework.Scenes
3982 { 4159 {
3983 m_sceneGraph.removeUserCount(false); 4160 m_sceneGraph.removeUserCount(false);
3984 } 4161 }
3985 else 4162 else if (!childOnly)
3986 { 4163 {
3987 m_sceneGraph.removeUserCount(true); 4164 m_sceneGraph.removeUserCount(true);
3988 } 4165 }
@@ -3998,9 +4175,12 @@ namespace OpenSim.Region.Framework.Scenes
3998 } 4175 }
3999 else 4176 else
4000 presence.ControllingClient.SendShutdownConnectionNotice(); 4177 presence.ControllingClient.SendShutdownConnectionNotice();
4178 presence.ControllingClient.Close(false);
4179 }
4180 else if (!childOnly)
4181 {
4182 presence.ControllingClient.Close(true);
4001 } 4183 }
4002
4003 presence.ControllingClient.Close();
4004 return true; 4184 return true;
4005 } 4185 }
4006 4186
@@ -4582,35 +4762,81 @@ namespace OpenSim.Region.Framework.Scenes
4582 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4762 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4583 } 4763 }
4584 4764
4585 public int GetHealth() 4765 public int GetHealth(out int flags, out string message)
4586 { 4766 {
4587 // Returns: 4767 // Returns:
4588 // 1 = sim is up and accepting http requests. The heartbeat has 4768 // 1 = sim is up and accepting http requests. The heartbeat has
4589 // stopped and the sim is probably locked up, but a remote 4769 // stopped and the sim is probably locked up, but a remote
4590 // admin restart may succeed 4770 // admin restart may succeed
4591 // 4771 //
4592 // 2 = Sim is up and the heartbeat is running. The sim is likely 4772 // 2 = Sim is up and the heartbeat is running. The sim is likely
4593 // usable for people within and logins _may_ work 4773 // usable for people within
4774 //
4775 // 3 = Sim is up and one packet thread is running. Sim is
4776 // unstable and will not accept new logins
4594 // 4777 //
4595 // 3 = We have seen a new user enter within the past 4 minutes 4778 // 4 = Sim is up and both packet threads are running. Sim is
4779 // likely usable
4780 //
4781 // 5 = We have seen a new user enter within the past 4 minutes
4596 // which can be seen as positive confirmation of sim health 4782 // which can be seen as positive confirmation of sim health
4597 // 4783 //
4784
4785 flags = 0;
4786 message = String.Empty;
4787
4788 CheckHeartbeat();
4789
4790 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4791 {
4792 // We're still starting
4793 // 0 means "in startup", it can't happen another way, since
4794 // to get here, we must be able to accept http connections
4795 return 0;
4796 }
4797
4598 int health=1; // Start at 1, means we're up 4798 int health=1; // Start at 1, means we're up
4599 4799
4600 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4800 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4601 health += 1; 4801 {
4802 health+=1;
4803 flags |= 1;
4804 }
4805
4806 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4807 {
4808 health+=1;
4809 flags |= 2;
4810 }
4811
4812 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4813 {
4814 health+=1;
4815 flags |= 4;
4816 }
4602 else 4817 else
4818 {
4819int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4820System.Diagnostics.Process proc = new System.Diagnostics.Process();
4821proc.EnableRaisingEvents=false;
4822proc.StartInfo.FileName = "/bin/kill";
4823proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4824proc.Start();
4825proc.WaitForExit();
4826Thread.Sleep(1000);
4827Environment.Exit(1);
4828 }
4829
4830 if (flags != 7)
4603 return health; 4831 return health;
4604 4832
4605 // A login in the last 4 mins? We can't be doing too badly 4833 // A login in the last 4 mins? We can't be doing too badly
4606 // 4834 //
4607 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4835 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4608 health++; 4836 health++;
4609 else 4837 else
4610 return health; 4838 return health;
4611 4839
4612// CheckHeartbeat();
4613
4614 return health; 4840 return health;
4615 } 4841 }
4616 4842
@@ -4698,7 +4924,7 @@ namespace OpenSim.Region.Framework.Scenes
4698 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4924 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4699 if (wasUsingPhysics) 4925 if (wasUsingPhysics)
4700 { 4926 {
4701 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 4927 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
4702 } 4928 }
4703 } 4929 }
4704 4930
@@ -4797,14 +5023,14 @@ namespace OpenSim.Region.Framework.Scenes
4797 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5023 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4798 } 5024 }
4799 5025
4800// private void CheckHeartbeat() 5026 private void CheckHeartbeat()
4801// { 5027 {
4802// if (m_firstHeartbeat) 5028 if (m_firstHeartbeat)
4803// return; 5029 return;
4804// 5030
4805// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5031 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4806// StartTimer(); 5032 Start();
4807// } 5033 }
4808 5034
4809 public override ISceneObject DeserializeObject(string representation) 5035 public override ISceneObject DeserializeObject(string representation)
4810 { 5036 {
@@ -4816,9 +5042,14 @@ namespace OpenSim.Region.Framework.Scenes
4816 get { return m_allowScriptCrossings; } 5042 get { return m_allowScriptCrossings; }
4817 } 5043 }
4818 5044
4819 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5045 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5046 {
5047 return GetNearestAllowedPosition(avatar, null);
5048 }
5049
5050 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4820 { 5051 {
4821 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5052 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4822 5053
4823 if (nearestParcel != null) 5054 if (nearestParcel != null)
4824 { 5055 {
@@ -4827,10 +5058,7 @@ namespace OpenSim.Region.Framework.Scenes
4827 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5058 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4828 if (nearestPoint != null) 5059 if (nearestPoint != null)
4829 { 5060 {
4830// m_log.DebugFormat( 5061 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4831// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4832// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4833
4834 return nearestPoint.Value; 5062 return nearestPoint.Value;
4835 } 5063 }
4836 5064
@@ -4840,17 +5068,20 @@ namespace OpenSim.Region.Framework.Scenes
4840 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5068 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4841 if (nearestPoint != null) 5069 if (nearestPoint != null)
4842 { 5070 {
4843// m_log.DebugFormat( 5071 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4844// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4845
4846 return nearestPoint.Value; 5072 return nearestPoint.Value;
4847 } 5073 }
4848 5074
4849 //Ultimate backup if we have no idea where they are 5075 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4850// m_log.DebugFormat( 5076 if (dest != excludeParcel)
4851// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5077 {
5078 // Ultimate backup if we have no idea where they are and
5079 // the last allowed position was in another parcel
5080 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5081 return avatar.lastKnownAllowedPosition;
5082 }
4852 5083
4853 return avatar.lastKnownAllowedPosition; 5084 // else fall through to region edge
4854 } 5085 }
4855 5086
4856 //Go to the edge, this happens in teleporting to a region with no available parcels 5087 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4884,13 +5115,18 @@ namespace OpenSim.Region.Framework.Scenes
4884 5115
4885 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5116 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4886 { 5117 {
5118 return GetNearestAllowedParcel(avatarId, x, y, null);
5119 }
5120
5121 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5122 {
4887 List<ILandObject> all = AllParcels(); 5123 List<ILandObject> all = AllParcels();
4888 float minParcelDistance = float.MaxValue; 5124 float minParcelDistance = float.MaxValue;
4889 ILandObject nearestParcel = null; 5125 ILandObject nearestParcel = null;
4890 5126
4891 foreach (var parcel in all) 5127 foreach (var parcel in all)
4892 { 5128 {
4893 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5129 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4894 { 5130 {
4895 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5131 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4896 if (parcelDistance < minParcelDistance) 5132 if (parcelDistance < minParcelDistance)
@@ -5132,7 +5368,55 @@ namespace OpenSim.Region.Framework.Scenes
5132 mapModule.GenerateMaptile(); 5368 mapModule.GenerateMaptile();
5133 } 5369 }
5134 5370
5135 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5371// public void CleanDroppedAttachments()
5372// {
5373// List<SceneObjectGroup> objectsToDelete =
5374// new List<SceneObjectGroup>();
5375//
5376// lock (m_cleaningAttachments)
5377// {
5378// ForEachSOG(delegate (SceneObjectGroup grp)
5379// {
5380// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5381// {
5382// UUID agentID = grp.OwnerID;
5383// if (agentID == UUID.Zero)
5384// {
5385// objectsToDelete.Add(grp);
5386// return;
5387// }
5388//
5389// ScenePresence sp = GetScenePresence(agentID);
5390// if (sp == null)
5391// {
5392// objectsToDelete.Add(grp);
5393// return;
5394// }
5395// }
5396// });
5397// }
5398//
5399// foreach (SceneObjectGroup grp in objectsToDelete)
5400// {
5401// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5402// DeleteSceneObject(grp, true);
5403// }
5404// }
5405
5406 public void ThreadAlive(int threadCode)
5407 {
5408 switch(threadCode)
5409 {
5410 case 1: // Incoming
5411 m_lastIncoming = Util.EnvironmentTickCount();
5412 break;
5413 case 2: // Incoming
5414 m_lastOutgoing = Util.EnvironmentTickCount();
5415 break;
5416 }
5417 }
5418
5419 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5136 { 5420 {
5137 RegenerateMaptile(); 5421 RegenerateMaptile();
5138 5422
@@ -5151,6 +5435,14 @@ namespace OpenSim.Region.Framework.Scenes
5151 // child agent creation, thereby emulating the SL behavior. 5435 // child agent creation, thereby emulating the SL behavior.
5152 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5436 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5153 { 5437 {
5438 reason = "You are banned from the region";
5439
5440 if (Permissions.IsGod(agentID))
5441 {
5442 reason = String.Empty;
5443 return true;
5444 }
5445
5154 int num = m_sceneGraph.GetNumberOfScenePresences(); 5446 int num = m_sceneGraph.GetNumberOfScenePresences();
5155 5447
5156 if (num >= RegionInfo.RegionSettings.AgentLimit) 5448 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5162,6 +5454,41 @@ namespace OpenSim.Region.Framework.Scenes
5162 } 5454 }
5163 } 5455 }
5164 5456
5457 ScenePresence presence = GetScenePresence(agentID);
5458 IClientAPI client = null;
5459 AgentCircuitData aCircuit = null;
5460
5461 if (presence != null)
5462 {
5463 client = presence.ControllingClient;
5464 if (client != null)
5465 aCircuit = client.RequestClientInfo();
5466 }
5467
5468 // We may be called before there is a presence or a client.
5469 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5470 if (client == null)
5471 {
5472 aCircuit = new AgentCircuitData();
5473 aCircuit.AgentID = agentID;
5474 aCircuit.firstname = String.Empty;
5475 aCircuit.lastname = String.Empty;
5476 }
5477
5478 try
5479 {
5480 if (!AuthorizeUser(aCircuit, out reason))
5481 {
5482 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5483 return false;
5484 }
5485 }
5486 catch (Exception e)
5487 {
5488 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5489 return false;
5490 }
5491
5165 if (position == Vector3.Zero) // Teleport 5492 if (position == Vector3.Zero) // Teleport
5166 { 5493 {
5167 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5494 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5190,13 +5517,46 @@ namespace OpenSim.Region.Framework.Scenes
5190 } 5517 }
5191 } 5518 }
5192 } 5519 }
5520
5521 float posX = 128.0f;
5522 float posY = 128.0f;
5523
5524 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5525 {
5526 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5527 return false;
5528 }
5529 }
5530 else // Walking
5531 {
5532 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5533 if (land == null)
5534 return false;
5535
5536 bool banned = land.IsBannedFromLand(agentID);
5537 bool restricted = land.IsRestrictedFromLand(agentID);
5538
5539 if (banned || restricted)
5540 return false;
5193 } 5541 }
5194 5542
5195 reason = String.Empty; 5543 reason = String.Empty;
5196 return true; 5544 return true;
5197 } 5545 }
5198 5546
5199 /// <summary> 5547 public void StartTimerWatchdog()
5548 {
5549 m_timerWatchdog.Interval = 1000;
5550 m_timerWatchdog.Elapsed += TimerWatchdog;
5551 m_timerWatchdog.AutoReset = true;
5552 m_timerWatchdog.Start();
5553 }
5554
5555 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5556 {
5557 CheckHeartbeat();
5558 }
5559
5200 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5560 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5201 /// autopilot that moves an avatar to a sit target!. 5561 /// autopilot that moves an avatar to a sit target!.
5202 /// </summary> 5562 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 4d98f00..b806d91 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 0098add..cd4bd42 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
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -247,6 +262,33 @@ namespace OpenSim.Region.Framework.Scenes
247 protected internal bool AddRestoredSceneObject( 262 protected internal bool AddRestoredSceneObject(
248 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
249 { 264 {
265 if (!m_parentScene.CombineRegions)
266 {
267 // KF: Check for out-of-region, move inside and make static.
268 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
269 sceneObject.RootPart.GroupPosition.Y,
270 sceneObject.RootPart.GroupPosition.Z);
271 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 ||
272 npos.X > Constants.RegionSize ||
273 npos.Y > Constants.RegionSize))
274 {
275 if (npos.X < 0.0) npos.X = 1.0f;
276 if (npos.Y < 0.0) npos.Y = 1.0f;
277 if (npos.Z < 0.0) npos.Z = 0.0f;
278 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
279 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
280
281 foreach (SceneObjectPart part in sceneObject.Parts)
282 {
283 part.GroupPosition = npos;
284 }
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
287 sceneObject.RootPart.Acceleration = Vector3.Zero;
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 }
290 }
291
250 if (attachToBackup && (!alreadyPersisted)) 292 if (attachToBackup && (!alreadyPersisted))
251 { 293 {
252 sceneObject.ForceInventoryPersistence(); 294 sceneObject.ForceInventoryPersistence();
@@ -337,6 +379,11 @@ namespace OpenSim.Region.Framework.Scenes
337 /// </returns> 379 /// </returns>
338 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 380 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
339 { 381 {
382 if (sceneObject == null)
383 {
384 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
385 return false;
386 }
340 if (sceneObject.UUID == UUID.Zero) 387 if (sceneObject.UUID == UUID.Zero)
341 { 388 {
342 m_log.ErrorFormat( 389 m_log.ErrorFormat(
@@ -471,6 +518,30 @@ namespace OpenSim.Region.Framework.Scenes
471 m_updateList[obj.UUID] = obj; 518 m_updateList[obj.UUID] = obj;
472 } 519 }
473 520
521 public void FireAttachToBackup(SceneObjectGroup obj)
522 {
523 if (OnAttachToBackup != null)
524 {
525 OnAttachToBackup(obj);
526 }
527 }
528
529 public void FireDetachFromBackup(SceneObjectGroup obj)
530 {
531 if (OnDetachFromBackup != null)
532 {
533 OnDetachFromBackup(obj);
534 }
535 }
536
537 public void FireChangeBackup(SceneObjectGroup obj)
538 {
539 if (OnChangeBackup != null)
540 {
541 OnChangeBackup(obj);
542 }
543 }
544
474 /// <summary> 545 /// <summary>
475 /// Process all pending updates 546 /// Process all pending updates
476 /// </summary> 547 /// </summary>
@@ -588,7 +659,8 @@ namespace OpenSim.Region.Framework.Scenes
588 659
589 Entities[presence.UUID] = presence; 660 Entities[presence.UUID] = presence;
590 661
591 lock (m_presenceLock) 662 m_scenePresencesLock.EnterWriteLock();
663 try
592 { 664 {
593 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 665 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
594 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 666 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -612,6 +684,10 @@ namespace OpenSim.Region.Framework.Scenes
612 m_scenePresenceMap = newmap; 684 m_scenePresenceMap = newmap;
613 m_scenePresenceArray = newlist; 685 m_scenePresenceArray = newlist;
614 } 686 }
687 finally
688 {
689 m_scenePresencesLock.ExitWriteLock();
690 }
615 } 691 }
616 692
617 /// <summary> 693 /// <summary>
@@ -626,7 +702,8 @@ namespace OpenSim.Region.Framework.Scenes
626 agentID); 702 agentID);
627 } 703 }
628 704
629 lock (m_presenceLock) 705 m_scenePresencesLock.EnterWriteLock();
706 try
630 { 707 {
631 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 708 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
632 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 709 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -648,6 +725,10 @@ namespace OpenSim.Region.Framework.Scenes
648 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 725 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
649 } 726 }
650 } 727 }
728 finally
729 {
730 m_scenePresencesLock.ExitWriteLock();
731 }
651 } 732 }
652 733
653 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 734 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1180,6 +1261,25 @@ namespace OpenSim.Region.Framework.Scenes
1180 1261
1181 #region Client Event handlers 1262 #region Client Event handlers
1182 1263
1264 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1265 {
1266 SceneObjectPart part = GetSceneObjectPart(localID);
1267 ObjectChangeData data = (ObjectChangeData)odata;
1268
1269 if (part != null)
1270 {
1271 SceneObjectGroup grp = part.ParentGroup;
1272 if (grp != null)
1273 {
1274 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1275 {
1276 part.StoreUndoState(data.change); // lets test only saving what we changed
1277 grp.doChangeObject(part, (ObjectChangeData)data);
1278 }
1279 }
1280 }
1281 }
1282
1183 /// <summary> 1283 /// <summary>
1184 /// Update the scale of an individual prim. 1284 /// Update the scale of an individual prim.
1185 /// </summary> 1285 /// </summary>
@@ -1194,7 +1294,17 @@ namespace OpenSim.Region.Framework.Scenes
1194 { 1294 {
1195 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1295 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1196 { 1296 {
1297 bool physbuild = false;
1298 if (part.ParentGroup.RootPart.PhysActor != null)
1299 {
1300 part.ParentGroup.RootPart.PhysActor.Building = true;
1301 physbuild = true;
1302 }
1303
1197 part.Resize(scale); 1304 part.Resize(scale);
1305
1306 if (physbuild)
1307 part.ParentGroup.RootPart.PhysActor.Building = false;
1198 } 1308 }
1199 } 1309 }
1200 } 1310 }
@@ -1206,7 +1316,17 @@ namespace OpenSim.Region.Framework.Scenes
1206 { 1316 {
1207 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1317 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1208 { 1318 {
1319 bool physbuild = false;
1320 if (group.RootPart.PhysActor != null)
1321 {
1322 group.RootPart.PhysActor.Building = true;
1323 physbuild = true;
1324 }
1325
1209 group.GroupResize(scale); 1326 group.GroupResize(scale);
1327
1328 if (physbuild)
1329 group.RootPart.PhysActor.Building = false;
1210 } 1330 }
1211 } 1331 }
1212 } 1332 }
@@ -1334,8 +1454,13 @@ namespace OpenSim.Region.Framework.Scenes
1334 { 1454 {
1335 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1455 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1336 { 1456 {
1337 if (m_parentScene.AttachmentsModule != null) 1457 // Set the new attachment point data in the object
1338 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1458 byte attachmentPoint = group.GetAttachmentPoint();
1459 group.UpdateGroupPosition(pos);
1460 group.IsAttachment = false;
1461 group.AbsolutePosition = group.RootPart.AttachedPos;
1462 group.AttachmentPoint = attachmentPoint;
1463 group.HasGroupChanged = true;
1339 } 1464 }
1340 else 1465 else
1341 { 1466 {
@@ -1383,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1383 /// <param name="SetPhantom"></param> 1508 /// <param name="SetPhantom"></param>
1384 /// <param name="remoteClient"></param> 1509 /// <param name="remoteClient"></param>
1385 protected internal void UpdatePrimFlags( 1510 protected internal void UpdatePrimFlags(
1386 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1511 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1387 { 1512 {
1388 SceneObjectGroup group = GetGroupByPrim(localID); 1513 SceneObjectGroup group = GetGroupByPrim(localID);
1389 if (group != null) 1514 if (group != null)
@@ -1391,7 +1516,18 @@ namespace OpenSim.Region.Framework.Scenes
1391 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1516 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1392 { 1517 {
1393 // VolumeDetect can't be set via UI and will always be off when a change is made there 1518 // VolumeDetect can't be set via UI and will always be off when a change is made there
1394 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1519 if (PhysData.PhysShapeType == PhysShapeType.invalid)
1520 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
1521 else
1522 {
1523 SceneObjectPart part = GetSceneObjectPart(localID);
1524 if (part != null)
1525 {
1526 part.UpdateExtraPhysics(PhysData);
1527 if (part.UpdatePhysRequired)
1528 remoteClient.SendPartPhysicsProprieties(part);
1529 }
1530 }
1395 } 1531 }
1396 } 1532 }
1397 } 1533 }
@@ -1535,6 +1671,7 @@ namespace OpenSim.Region.Framework.Scenes
1535 { 1671 {
1536 part.Material = Convert.ToByte(material); 1672 part.Material = Convert.ToByte(material);
1537 group.HasGroupChanged = true; 1673 group.HasGroupChanged = true;
1674 remoteClient.SendPartPhysicsProprieties(part);
1538 } 1675 }
1539 } 1676 }
1540 } 1677 }
@@ -1599,6 +1736,12 @@ namespace OpenSim.Region.Framework.Scenes
1599 /// <param name="childPrims"></param> 1736 /// <param name="childPrims"></param>
1600 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1737 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1601 { 1738 {
1739 if (root.KeyframeMotion != null)
1740 {
1741 root.KeyframeMotion.Stop();
1742 root.KeyframeMotion = null;
1743 }
1744
1602 SceneObjectGroup parentGroup = root.ParentGroup; 1745 SceneObjectGroup parentGroup = root.ParentGroup;
1603 if (parentGroup == null) return; 1746 if (parentGroup == null) return;
1604 1747
@@ -1607,8 +1750,11 @@ namespace OpenSim.Region.Framework.Scenes
1607 return; 1750 return;
1608 1751
1609 Monitor.Enter(m_updateLock); 1752 Monitor.Enter(m_updateLock);
1753
1610 try 1754 try
1611 { 1755 {
1756 parentGroup.areUpdatesSuspended = true;
1757
1612 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1758 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1613 1759
1614 // We do this in reverse to get the link order of the prims correct 1760 // We do this in reverse to get the link order of the prims correct
@@ -1623,9 +1769,13 @@ namespace OpenSim.Region.Framework.Scenes
1623 // Make sure no child prim is set for sale 1769 // Make sure no child prim is set for sale
1624 // So that, on delink, no prims are unwittingly 1770 // So that, on delink, no prims are unwittingly
1625 // left for sale and sold off 1771 // left for sale and sold off
1626 child.RootPart.ObjectSaleType = 0; 1772
1627 child.RootPart.SalePrice = 10; 1773 if (child != null)
1628 childGroups.Add(child); 1774 {
1775 child.RootPart.ObjectSaleType = 0;
1776 child.RootPart.SalePrice = 10;
1777 childGroups.Add(child);
1778 }
1629 } 1779 }
1630 1780
1631 foreach (SceneObjectGroup child in childGroups) 1781 foreach (SceneObjectGroup child in childGroups)
@@ -1652,6 +1802,16 @@ namespace OpenSim.Region.Framework.Scenes
1652 } 1802 }
1653 finally 1803 finally
1654 { 1804 {
1805 lock (SceneObjectGroupsByLocalPartID)
1806 {
1807 foreach (SceneObjectPart part in parentGroup.Parts)
1808 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1809 }
1810
1811 parentGroup.areUpdatesSuspended = false;
1812 parentGroup.HasGroupChanged = true;
1813 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1814 parentGroup.ScheduleGroupForFullUpdate();
1655 Monitor.Exit(m_updateLock); 1815 Monitor.Exit(m_updateLock);
1656 } 1816 }
1657 } 1817 }
@@ -1674,6 +1834,11 @@ namespace OpenSim.Region.Framework.Scenes
1674 { 1834 {
1675 if (part != null) 1835 if (part != null)
1676 { 1836 {
1837 if (part.KeyframeMotion != null)
1838 {
1839 part.KeyframeMotion.Stop();
1840 part.KeyframeMotion = null;
1841 }
1677 if (part.ParentGroup.PrimCount != 1) // Skip single 1842 if (part.ParentGroup.PrimCount != 1) // Skip single
1678 { 1843 {
1679 if (part.LinkNum < 2) // Root 1844 if (part.LinkNum < 2) // Root
@@ -1688,21 +1853,24 @@ namespace OpenSim.Region.Framework.Scenes
1688 1853
1689 SceneObjectGroup group = part.ParentGroup; 1854 SceneObjectGroup group = part.ParentGroup;
1690 if (!affectedGroups.Contains(group)) 1855 if (!affectedGroups.Contains(group))
1856 {
1857 group.areUpdatesSuspended = true;
1691 affectedGroups.Add(group); 1858 affectedGroups.Add(group);
1859 }
1692 } 1860 }
1693 } 1861 }
1694 } 1862 }
1695 1863
1696 foreach (SceneObjectPart child in childParts) 1864 if (childParts.Count > 0)
1697 { 1865 {
1698 // Unlink all child parts from their groups 1866 foreach (SceneObjectPart child in childParts)
1699 // 1867 {
1700 child.ParentGroup.DelinkFromGroup(child, true); 1868 // Unlink all child parts from their groups
1701 1869 //
1702 // These are not in affected groups and will not be 1870 child.ParentGroup.DelinkFromGroup(child, true);
1703 // handled further. Do the honors here. 1871 child.ParentGroup.HasGroupChanged = true;
1704 child.ParentGroup.HasGroupChanged = true; 1872 child.ParentGroup.ScheduleGroupForFullUpdate();
1705 child.ParentGroup.ScheduleGroupForFullUpdate(); 1873 }
1706 } 1874 }
1707 1875
1708 foreach (SceneObjectPart root in rootParts) 1876 foreach (SceneObjectPart root in rootParts)
@@ -1712,56 +1880,68 @@ namespace OpenSim.Region.Framework.Scenes
1712 // However, editing linked parts and unlinking may be different 1880 // However, editing linked parts and unlinking may be different
1713 // 1881 //
1714 SceneObjectGroup group = root.ParentGroup; 1882 SceneObjectGroup group = root.ParentGroup;
1883 group.areUpdatesSuspended = true;
1715 1884
1716 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1885 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1717 int numChildren = newSet.Count; 1886 int numChildren = newSet.Count;
1718 1887
1888 if (numChildren == 1)
1889 break;
1890
1719 // If there are prims left in a link set, but the root is 1891 // If there are prims left in a link set, but the root is
1720 // slated for unlink, we need to do this 1892 // slated for unlink, we need to do this
1893 // Unlink the remaining set
1721 // 1894 //
1722 if (numChildren != 1) 1895 bool sendEventsToRemainder = true;
1723 { 1896 if (numChildren > 1)
1724 // Unlink the remaining set 1897 sendEventsToRemainder = false;
1725 //
1726 bool sendEventsToRemainder = true;
1727 if (numChildren > 1)
1728 sendEventsToRemainder = false;
1729 1898
1730 foreach (SceneObjectPart p in newSet) 1899 foreach (SceneObjectPart p in newSet)
1900 {
1901 if (p != group.RootPart)
1731 { 1902 {
1732 if (p != group.RootPart) 1903 group.DelinkFromGroup(p, sendEventsToRemainder);
1733 group.DelinkFromGroup(p, sendEventsToRemainder); 1904 if (numChildren > 2)
1905 {
1906 p.ParentGroup.areUpdatesSuspended = true;
1907 }
1908 else
1909 {
1910 p.ParentGroup.HasGroupChanged = true;
1911 p.ParentGroup.ScheduleGroupForFullUpdate();
1912 }
1734 } 1913 }
1914 }
1915
1916 // If there is more than one prim remaining, we
1917 // need to re-link
1918 //
1919 if (numChildren > 2)
1920 {
1921 // Remove old root
1922 //
1923 if (newSet.Contains(root))
1924 newSet.Remove(root);
1735 1925
1736 // If there is more than one prim remaining, we 1926 // Preserve link ordering
1737 // need to re-link
1738 // 1927 //
1739 if (numChildren > 2) 1928 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1740 { 1929 {
1741 // Remove old root 1930 return a.LinkNum.CompareTo(b.LinkNum);
1742 // 1931 });
1743 if (newSet.Contains(root))
1744 newSet.Remove(root);
1745
1746 // Preserve link ordering
1747 //
1748 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1749 {
1750 return a.LinkNum.CompareTo(b.LinkNum);
1751 });
1752 1932
1753 // Determine new root 1933 // Determine new root
1754 // 1934 //
1755 SceneObjectPart newRoot = newSet[0]; 1935 SceneObjectPart newRoot = newSet[0];
1756 newSet.RemoveAt(0); 1936 newSet.RemoveAt(0);
1757 1937
1758 foreach (SceneObjectPart newChild in newSet) 1938 foreach (SceneObjectPart newChild in newSet)
1759 newChild.ClearUpdateSchedule(); 1939 newChild.ClearUpdateSchedule();
1760 1940
1761 LinkObjects(newRoot, newSet); 1941 newRoot.ParentGroup.areUpdatesSuspended = true;
1762 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1942 LinkObjects(newRoot, newSet);
1763 affectedGroups.Add(newRoot.ParentGroup); 1943 if (!affectedGroups.Contains(newRoot.ParentGroup))
1764 } 1944 affectedGroups.Add(newRoot.ParentGroup);
1765 } 1945 }
1766 } 1946 }
1767 1947
@@ -1769,8 +1949,14 @@ namespace OpenSim.Region.Framework.Scenes
1769 // 1949 //
1770 foreach (SceneObjectGroup g in affectedGroups) 1950 foreach (SceneObjectGroup g in affectedGroups)
1771 { 1951 {
1952 // Child prims that have been unlinked and deleted will
1953 // return unless the root is deleted. This will remove them
1954 // from the database. They will be rewritten immediately,
1955 // minus the rows for the unlinked child prims.
1956 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1772 g.TriggerScriptChangedEvent(Changed.LINK); 1957 g.TriggerScriptChangedEvent(Changed.LINK);
1773 g.HasGroupChanged = true; // Persist 1958 g.HasGroupChanged = true; // Persist
1959 g.areUpdatesSuspended = false;
1774 g.ScheduleGroupForFullUpdate(); 1960 g.ScheduleGroupForFullUpdate();
1775 } 1961 }
1776 } 1962 }
@@ -1872,9 +2058,6 @@ namespace OpenSim.Region.Framework.Scenes
1872 child.ApplyNextOwnerPermissions(); 2058 child.ApplyNextOwnerPermissions();
1873 } 2059 }
1874 } 2060 }
1875
1876 copy.RootPart.ObjectSaleType = 0;
1877 copy.RootPart.SalePrice = 10;
1878 } 2061 }
1879 2062
1880 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2063 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 87fdc41..5b47fc0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes
404 478
405 if (Scene != null) 479 if (Scene != null)
406 { 480 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 481 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 482 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
483 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
484 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
485 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 486 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 487 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 488 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
489 uint x = 0;
490 uint y = 0;
491 string version = String.Empty;
492 Vector3 newpos = Vector3.Zero;
493 OpenSim.Services.Interfaces.GridRegion destination = null;
494
495 bool canCross = true;
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 // We need to cross these agents. First, let's find
499 // out if any of them can't cross for some reason.
500 // We have to deny the crossing entirely if any
501 // of them are banned. Alternatively, we could
502 // unsit banned agents....
503
504
505 // We set the avatar position as being the object
506 // position to get the region to send to
507 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
508 {
509 canCross = false;
510 break;
511 }
512
513 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
514 }
515
516 if (canCross)
517 {
518 // We unparent the SP quietly so that it won't
519 // be made to stand up
520 foreach (ScenePresence av in m_linkedAvatars)
521 {
522 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
523 if (parentPart != null)
524 av.ParentUUID = parentPart.UUID;
525
526 av.ParentID = 0;
527 }
528
529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
530
531 // Normalize
532 if (val.X >= Constants.RegionSize)
533 val.X -= Constants.RegionSize;
534 if (val.Y >= Constants.RegionSize)
535 val.Y -= Constants.RegionSize;
536 if (val.X < 0)
537 val.X += Constants.RegionSize;
538 if (val.Y < 0)
539 val.Y += Constants.RegionSize;
540
541 // If it's deleted, crossing was successful
542 if (IsDeleted)
543 {
544 foreach (ScenePresence av in m_linkedAvatars)
545 {
546 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
547
548 av.IsInTransit = true;
549
550 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
551 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
552 }
553
554 return;
555 }
556 }
557 else if (RootPart.PhysActor != null)
558 {
559 RootPart.PhysActor.CrossingFailure();
560 }
561
562 Vector3 oldp = AbsolutePosition;
563 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
564 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
565 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 566 }
413 } 567 }
414 568/* don't see the need but worse don't see where is restored to false if things stay in
569 foreach (SceneObjectPart part in m_parts.GetArray())
570 {
571 part.IgnoreUndoUpdate = true;
572 }
573 */
415 if (RootPart.GetStatusSandbox()) 574 if (RootPart.GetStatusSandbox())
416 { 575 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 576 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 584 return;
426 } 585 }
427 } 586 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 587 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 588 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 589 if (m_dupeInProgress)
590 triggerScriptEvent = false;
591 foreach (SceneObjectPart part in parts)
592 {
593 part.GroupPosition = val;
594 if (triggerScriptEvent)
595 part.TriggerScriptChangedEvent(Changed.POSITION);
596 }
597 if (!m_dupeInProgress)
598 {
599 foreach (ScenePresence av in m_linkedAvatars)
600 {
601 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
602 if (p != null && m_parts.TryGetValue(p.UUID, out p))
603 {
604 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
605 av.AbsolutePosition += offset;
606 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
607 av.SendAvatarDataToAllAgents();
608 }
609 }
610 }
432 611
433 //if (m_rootPart.PhysActor != null) 612 //if (m_rootPart.PhysActor != null)
434 //{ 613 //{
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes
443 } 622 }
444 } 623 }
445 624
625 public override Vector3 Velocity
626 {
627 get { return RootPart.Velocity; }
628 set { RootPart.Velocity = value; }
629 }
630
631 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
632 {
633 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
634 ScenePresence agent = icon.EndInvoke(iar);
635
636 //// If the cross was successful, this agent is a child agent
637 //if (agent.IsChildAgent)
638 // agent.Reset();
639 //else // Not successful
640 // agent.RestoreInCurrentScene();
641
642 // In any case
643 agent.IsInTransit = false;
644
645 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
646 }
647
446 public override uint LocalId 648 public override uint LocalId
447 { 649 {
448 get { return m_rootPart.LocalId; } 650 get { return m_rootPart.LocalId; }
@@ -540,6 +742,8 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 742 childPa.Selected = value;
541 } 743 }
542 } 744 }
745 if (RootPart.KeyframeMotion != null)
746 RootPart.KeyframeMotion.Selected = value;
543 } 747 }
544 } 748 }
545 749
@@ -599,6 +803,7 @@ namespace OpenSim.Region.Framework.Scenes
599 /// </summary> 803 /// </summary>
600 public SceneObjectGroup() 804 public SceneObjectGroup()
601 { 805 {
806
602 } 807 }
603 808
604 /// <summary> 809 /// <summary>
@@ -615,7 +820,7 @@ namespace OpenSim.Region.Framework.Scenes
615 /// Constructor. This object is added to the scene later via AttachToScene() 820 /// Constructor. This object is added to the scene later via AttachToScene()
616 /// </summary> 821 /// </summary>
617 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 822 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
618 { 823 {
619 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 824 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
620 } 825 }
621 826
@@ -663,6 +868,9 @@ namespace OpenSim.Region.Framework.Scenes
663 /// </summary> 868 /// </summary>
664 public virtual void AttachToBackup() 869 public virtual void AttachToBackup()
665 { 870 {
871 if (IsAttachment) return;
872 m_scene.SceneGraph.FireAttachToBackup(this);
873
666 if (InSceneBackup) 874 if (InSceneBackup)
667 { 875 {
668 //m_log.DebugFormat( 876 //m_log.DebugFormat(
@@ -705,6 +913,13 @@ namespace OpenSim.Region.Framework.Scenes
705 913
706 ApplyPhysics(); 914 ApplyPhysics();
707 915
916 if (RootPart.PhysActor != null)
917 RootPart.Force = RootPart.Force;
918 if (RootPart.PhysActor != null)
919 RootPart.Torque = RootPart.Torque;
920 if (RootPart.PhysActor != null)
921 RootPart.Buoyancy = RootPart.Buoyancy;
922
708 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 923 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
709 // for the same object with very different properties. The caller must schedule the update. 924 // for the same object with very different properties. The caller must schedule the update.
710 //ScheduleGroupForFullUpdate(); 925 //ScheduleGroupForFullUpdate();
@@ -720,6 +935,10 @@ namespace OpenSim.Region.Framework.Scenes
720 EntityIntersection result = new EntityIntersection(); 935 EntityIntersection result = new EntityIntersection();
721 936
722 SceneObjectPart[] parts = m_parts.GetArray(); 937 SceneObjectPart[] parts = m_parts.GetArray();
938
939 // Find closest hit here
940 float idist = float.MaxValue;
941
723 for (int i = 0; i < parts.Length; i++) 942 for (int i = 0; i < parts.Length; i++)
724 { 943 {
725 SceneObjectPart part = parts[i]; 944 SceneObjectPart part = parts[i];
@@ -734,11 +953,6 @@ namespace OpenSim.Region.Framework.Scenes
734 953
735 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 954 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
736 955
737 // This may need to be updated to the maximum draw distance possible..
738 // We might (and probably will) be checking for prim creation from other sims
739 // when the camera crosses the border.
740 float idist = Constants.RegionSize;
741
742 if (inter.HitTF) 956 if (inter.HitTF)
743 { 957 {
744 // We need to find the closest prim to return to the testcaller along the ray 958 // We need to find the closest prim to return to the testcaller along the ray
@@ -749,10 +963,11 @@ namespace OpenSim.Region.Framework.Scenes
749 result.obj = part; 963 result.obj = part;
750 result.normal = inter.normal; 964 result.normal = inter.normal;
751 result.distance = inter.distance; 965 result.distance = inter.distance;
966
967 idist = inter.distance;
752 } 968 }
753 } 969 }
754 } 970 }
755
756 return result; 971 return result;
757 } 972 }
758 973
@@ -764,25 +979,27 @@ namespace OpenSim.Region.Framework.Scenes
764 /// <returns></returns> 979 /// <returns></returns>
765 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 980 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
766 { 981 {
767 maxX = -256f; 982 maxX = float.MinValue;
768 maxY = -256f; 983 maxY = float.MinValue;
769 maxZ = -256f; 984 maxZ = float.MinValue;
770 minX = 256f; 985 minX = float.MaxValue;
771 minY = 256f; 986 minY = float.MaxValue;
772 minZ = 8192f; 987 minZ = float.MaxValue;
773 988
774 SceneObjectPart[] parts = m_parts.GetArray(); 989 SceneObjectPart[] parts = m_parts.GetArray();
775 for (int i = 0; i < parts.Length; i++) 990 foreach (SceneObjectPart part in parts)
776 { 991 {
777 SceneObjectPart part = parts[i];
778
779 Vector3 worldPos = part.GetWorldPosition(); 992 Vector3 worldPos = part.GetWorldPosition();
780 Vector3 offset = worldPos - AbsolutePosition; 993 Vector3 offset = worldPos - AbsolutePosition;
781 Quaternion worldRot; 994 Quaternion worldRot;
782 if (part.ParentID == 0) 995 if (part.ParentID == 0)
996 {
783 worldRot = part.RotationOffset; 997 worldRot = part.RotationOffset;
998 }
784 else 999 else
1000 {
785 worldRot = part.GetWorldRotation(); 1001 worldRot = part.GetWorldRotation();
1002 }
786 1003
787 Vector3 frontTopLeft; 1004 Vector3 frontTopLeft;
788 Vector3 frontTopRight; 1005 Vector3 frontTopRight;
@@ -794,6 +1011,8 @@ namespace OpenSim.Region.Framework.Scenes
794 Vector3 backBottomLeft; 1011 Vector3 backBottomLeft;
795 Vector3 backBottomRight; 1012 Vector3 backBottomRight;
796 1013
1014 // Vector3[] corners = new Vector3[8];
1015
797 Vector3 orig = Vector3.Zero; 1016 Vector3 orig = Vector3.Zero;
798 1017
799 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1018 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -828,6 +1047,38 @@ namespace OpenSim.Region.Framework.Scenes
828 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1047 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
829 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1048 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
830 1049
1050
1051
1052 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1053 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1054 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1055 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1056 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1057 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1058 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1059 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1060
1061 //for (int i = 0; i < 8; i++)
1062 //{
1063 // corners[i] = corners[i] * worldRot;
1064 // corners[i] += offset;
1065
1066 // if (corners[i].X > maxX)
1067 // maxX = corners[i].X;
1068 // if (corners[i].X < minX)
1069 // minX = corners[i].X;
1070
1071 // if (corners[i].Y > maxY)
1072 // maxY = corners[i].Y;
1073 // if (corners[i].Y < minY)
1074 // minY = corners[i].Y;
1075
1076 // if (corners[i].Z > maxZ)
1077 // maxZ = corners[i].Y;
1078 // if (corners[i].Z < minZ)
1079 // minZ = corners[i].Z;
1080 //}
1081
831 frontTopLeft = frontTopLeft * worldRot; 1082 frontTopLeft = frontTopLeft * worldRot;
832 frontTopRight = frontTopRight * worldRot; 1083 frontTopRight = frontTopRight * worldRot;
833 frontBottomLeft = frontBottomLeft * worldRot; 1084 frontBottomLeft = frontBottomLeft * worldRot;
@@ -849,6 +1100,15 @@ namespace OpenSim.Region.Framework.Scenes
849 backTopLeft += offset; 1100 backTopLeft += offset;
850 backTopRight += offset; 1101 backTopRight += offset;
851 1102
1103 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1104 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1105 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1106 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1107 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1108 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1109 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1110 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1111
852 if (frontTopRight.X > maxX) 1112 if (frontTopRight.X > maxX)
853 maxX = frontTopRight.X; 1113 maxX = frontTopRight.X;
854 if (frontTopLeft.X > maxX) 1114 if (frontTopLeft.X > maxX)
@@ -992,17 +1252,118 @@ namespace OpenSim.Region.Framework.Scenes
992 1252
993 #endregion 1253 #endregion
994 1254
1255 public void GetResourcesCosts(SceneObjectPart apart,
1256 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1257 {
1258 // this information may need to be cached
1259
1260 float cost;
1261 float tmpcost;
1262
1263 bool ComplexCost = false;
1264
1265 SceneObjectPart p;
1266 SceneObjectPart[] parts;
1267
1268 lock (m_parts)
1269 {
1270 parts = m_parts.GetArray();
1271 }
1272
1273 int nparts = parts.Length;
1274
1275
1276 for (int i = 0; i < nparts; i++)
1277 {
1278 p = parts[i];
1279
1280 if (p.UsesComplexCost)
1281 {
1282 ComplexCost = true;
1283 break;
1284 }
1285 }
1286
1287 if (ComplexCost)
1288 {
1289 linksetResCost = 0;
1290 linksetPhysCost = 0;
1291 partCost = 0;
1292 partPhysCost = 0;
1293
1294 for (int i = 0; i < nparts; i++)
1295 {
1296 p = parts[i];
1297
1298 cost = p.StreamingCost;
1299 tmpcost = p.SimulationCost;
1300 if (tmpcost > cost)
1301 cost = tmpcost;
1302 tmpcost = p.PhysicsCost;
1303 if (tmpcost > cost)
1304 cost = tmpcost;
1305
1306 linksetPhysCost += tmpcost;
1307 linksetResCost += cost;
1308
1309 if (p == apart)
1310 {
1311 partCost = cost;
1312 partPhysCost = tmpcost;
1313 }
1314 }
1315 }
1316 else
1317 {
1318 partPhysCost = 1.0f;
1319 partCost = 1.0f;
1320 linksetResCost = (float)nparts;
1321 linksetPhysCost = linksetResCost;
1322 }
1323 }
1324
1325 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1326 {
1327 SceneObjectPart p;
1328 SceneObjectPart[] parts;
1329
1330 lock (m_parts)
1331 {
1332 parts = m_parts.GetArray();
1333 }
1334
1335 int nparts = parts.Length;
1336
1337 PhysCost = 0;
1338 StreamCost = 0;
1339 SimulCost = 0;
1340
1341 for (int i = 0; i < nparts; i++)
1342 {
1343 p = parts[i];
1344
1345 StreamCost += p.StreamingCost;
1346 SimulCost += p.SimulationCost;
1347 PhysCost += p.PhysicsCost;
1348 }
1349 }
1350
995 public void SaveScriptedState(XmlTextWriter writer) 1351 public void SaveScriptedState(XmlTextWriter writer)
996 { 1352 {
1353 SaveScriptedState(writer, false);
1354 }
1355
1356 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1357 {
997 XmlDocument doc = new XmlDocument(); 1358 XmlDocument doc = new XmlDocument();
998 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1359 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
999 1360
1000 SceneObjectPart[] parts = m_parts.GetArray(); 1361 SceneObjectPart[] parts = m_parts.GetArray();
1001 for (int i = 0; i < parts.Length; i++) 1362 for (int i = 0; i < parts.Length; i++)
1002 { 1363 {
1003 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1364 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1004 foreach (KeyValuePair<UUID, string> kvp in pstates) 1365 foreach (KeyValuePair<UUID, string> kvp in pstates)
1005 states.Add(kvp.Key, kvp.Value); 1366 states[kvp.Key] = kvp.Value;
1006 } 1367 }
1007 1368
1008 if (states.Count > 0) 1369 if (states.Count > 0)
@@ -1022,6 +1383,169 @@ namespace OpenSim.Region.Framework.Scenes
1022 } 1383 }
1023 1384
1024 /// <summary> 1385 /// <summary>
1386 /// Add the avatar to this linkset (avatar is sat).
1387 /// </summary>
1388 /// <param name="agentID"></param>
1389 public void AddAvatar(UUID agentID)
1390 {
1391 ScenePresence presence;
1392 if (m_scene.TryGetScenePresence(agentID, out presence))
1393 {
1394 if (!m_linkedAvatars.Contains(presence))
1395 {
1396 m_linkedAvatars.Add(presence);
1397 }
1398 }
1399 }
1400
1401 /// <summary>
1402 /// Delete the avatar from this linkset (avatar is unsat).
1403 /// </summary>
1404 /// <param name="agentID"></param>
1405 public void DeleteAvatar(UUID agentID)
1406 {
1407 ScenePresence presence;
1408 if (m_scene.TryGetScenePresence(agentID, out presence))
1409 {
1410 if (m_linkedAvatars.Contains(presence))
1411 {
1412 m_linkedAvatars.Remove(presence);
1413 }
1414 }
1415 }
1416
1417 /// <summary>
1418 /// Returns the list of linked presences (avatars sat on this group)
1419 /// </summary>
1420 /// <param name="agentID"></param>
1421 public List<ScenePresence> GetLinkedAvatars()
1422 {
1423 return m_linkedAvatars;
1424 }
1425
1426 /// <summary>
1427 /// Attach this scene object to the given avatar.
1428 /// </summary>
1429 /// <param name="agentID"></param>
1430 /// <param name="attachmentpoint"></param>
1431 /// <param name="AttachOffset"></param>
1432 private void AttachToAgent(
1433 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1434 {
1435 if (avatar != null)
1436 {
1437 // don't attach attachments to child agents
1438 if (avatar.IsChildAgent) return;
1439
1440 // Remove from database and parcel prim count
1441 m_scene.DeleteFromStorage(so.UUID);
1442 m_scene.EventManager.TriggerParcelPrimCountTainted();
1443
1444 so.AttachedAvatar = avatar.UUID;
1445
1446 if (so.RootPart.PhysActor != null)
1447 {
1448 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1449 so.RootPart.PhysActor = null;
1450 }
1451
1452 so.AbsolutePosition = attachOffset;
1453 so.RootPart.AttachedPos = attachOffset;
1454 so.IsAttachment = true;
1455 so.RootPart.SetParentLocalId(avatar.LocalId);
1456 so.AttachmentPoint = attachmentpoint;
1457
1458 avatar.AddAttachment(this);
1459
1460 if (!silent)
1461 {
1462 // Killing it here will cause the client to deselect it
1463 // It then reappears on the avatar, deselected
1464 // through the full update below
1465 //
1466 if (IsSelected)
1467 {
1468 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1469 }
1470
1471 IsSelected = false; // fudge....
1472 ScheduleGroupForFullUpdate();
1473 }
1474 }
1475 else
1476 {
1477 m_log.WarnFormat(
1478 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1479 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1480 }
1481 }
1482
1483 public byte GetAttachmentPoint()
1484 {
1485 return m_rootPart.Shape.State;
1486 }
1487
1488 public void DetachToGround()
1489 {
1490 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1491 if (avatar == null)
1492 return;
1493
1494 avatar.RemoveAttachment(this);
1495
1496 Vector3 detachedpos = new Vector3(127f,127f,127f);
1497 if (avatar == null)
1498 return;
1499
1500 detachedpos = avatar.AbsolutePosition;
1501 RootPart.FromItemID = UUID.Zero;
1502
1503 AbsolutePosition = detachedpos;
1504 AttachedAvatar = UUID.Zero;
1505
1506 //SceneObjectPart[] parts = m_parts.GetArray();
1507 //for (int i = 0; i < parts.Length; i++)
1508 // parts[i].AttachedAvatar = UUID.Zero;
1509
1510 m_rootPart.SetParentLocalId(0);
1511 AttachmentPoint = (byte)0;
1512 // must check if buildind should be true or false here
1513 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1514 HasGroupChanged = true;
1515 RootPart.Rezzed = DateTime.Now;
1516 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1517 AttachToBackup();
1518 m_scene.EventManager.TriggerParcelPrimCountTainted();
1519 m_rootPart.ScheduleFullUpdate();
1520 m_rootPart.ClearUndoState();
1521 }
1522
1523 public void DetachToInventoryPrep()
1524 {
1525 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1526 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1527 if (avatar != null)
1528 {
1529 //detachedpos = avatar.AbsolutePosition;
1530 avatar.RemoveAttachment(this);
1531 }
1532
1533 AttachedAvatar = UUID.Zero;
1534
1535 /*SceneObjectPart[] parts = m_parts.GetArray();
1536 for (int i = 0; i < parts.Length; i++)
1537 parts[i].AttachedAvatar = UUID.Zero;*/
1538
1539 m_rootPart.SetParentLocalId(0);
1540 //m_rootPart.SetAttachmentPoint((byte)0);
1541 IsAttachment = false;
1542 AbsolutePosition = m_rootPart.AttachedPos;
1543 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1544 //AttachToBackup();
1545 //m_rootPart.ScheduleFullUpdate();
1546 }
1547
1548 /// <summary>
1025 /// 1549 ///
1026 /// </summary> 1550 /// </summary>
1027 /// <param name="part"></param> 1551 /// <param name="part"></param>
@@ -1071,7 +1595,10 @@ namespace OpenSim.Region.Framework.Scenes
1071 public void AddPart(SceneObjectPart part) 1595 public void AddPart(SceneObjectPart part)
1072 { 1596 {
1073 part.SetParent(this); 1597 part.SetParent(this);
1074 part.LinkNum = m_parts.Add(part.UUID, part); 1598 m_parts.Add(part.UUID, part);
1599
1600 part.LinkNum = m_parts.Count;
1601
1075 if (part.LinkNum == 2) 1602 if (part.LinkNum == 2)
1076 RootPart.LinkNum = 1; 1603 RootPart.LinkNum = 1;
1077 } 1604 }
@@ -1159,7 +1686,7 @@ namespace OpenSim.Region.Framework.Scenes
1159// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1686// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1160// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1687// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1161 1688
1162 part.StoreUndoState(); 1689// part.StoreUndoState();
1163 part.OnGrab(offsetPos, remoteClient); 1690 part.OnGrab(offsetPos, remoteClient);
1164 } 1691 }
1165 1692
@@ -1179,6 +1706,11 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1706 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1180 public void DeleteGroupFromScene(bool silent) 1707 public void DeleteGroupFromScene(bool silent)
1181 { 1708 {
1709 // We need to keep track of this state in case this group is still queued for backup.
1710 IsDeleted = true;
1711
1712 DetachFromBackup();
1713
1182 SceneObjectPart[] parts = m_parts.GetArray(); 1714 SceneObjectPart[] parts = m_parts.GetArray();
1183 for (int i = 0; i < parts.Length; i++) 1715 for (int i = 0; i < parts.Length; i++)
1184 { 1716 {
@@ -1201,6 +1733,8 @@ namespace OpenSim.Region.Framework.Scenes
1201 } 1733 }
1202 }); 1734 });
1203 } 1735 }
1736
1737
1204 } 1738 }
1205 1739
1206 public void AddScriptLPS(int count) 1740 public void AddScriptLPS(int count)
@@ -1270,28 +1804,43 @@ namespace OpenSim.Region.Framework.Scenes
1270 /// </summary> 1804 /// </summary>
1271 public void ApplyPhysics() 1805 public void ApplyPhysics()
1272 { 1806 {
1273 // Apply physics to the root prim
1274 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1275
1276 // Apply physics to child prims
1277 SceneObjectPart[] parts = m_parts.GetArray(); 1807 SceneObjectPart[] parts = m_parts.GetArray();
1278 if (parts.Length > 1) 1808 if (parts.Length > 1)
1279 { 1809 {
1810 ResetChildPrimPhysicsPositions();
1811
1812 // Apply physics to the root prim
1813 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1814
1815
1280 for (int i = 0; i < parts.Length; i++) 1816 for (int i = 0; i < parts.Length; i++)
1281 { 1817 {
1282 SceneObjectPart part = parts[i]; 1818 SceneObjectPart part = parts[i];
1283 if (part.LocalId != m_rootPart.LocalId) 1819 if (part.LocalId != m_rootPart.LocalId)
1284 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1820 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1285 } 1821 }
1286
1287 // Hack to get the physics scene geometries in the right spot 1822 // Hack to get the physics scene geometries in the right spot
1288 ResetChildPrimPhysicsPositions(); 1823// ResetChildPrimPhysicsPositions();
1824 if (m_rootPart.PhysActor != null)
1825 {
1826 m_rootPart.PhysActor.Building = false;
1827 }
1828 }
1829 else
1830 {
1831 // Apply physics to the root prim
1832 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1289 } 1833 }
1290 } 1834 }
1291 1835
1292 public void SetOwnerId(UUID userId) 1836 public void SetOwnerId(UUID userId)
1293 { 1837 {
1294 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1838 ForEachPart(delegate(SceneObjectPart part)
1839 {
1840
1841 part.OwnerID = userId;
1842
1843 });
1295 } 1844 }
1296 1845
1297 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1846 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1323,11 +1872,17 @@ namespace OpenSim.Region.Framework.Scenes
1323 return; 1872 return;
1324 } 1873 }
1325 1874
1875 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1876 return;
1877
1326 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1878 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1327 // any exception propogate upwards. 1879 // any exception propogate upwards.
1328 try 1880 try
1329 { 1881 {
1330 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1882 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1883 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1884 m_scene.LoadingPrims) // Land may not be valid yet
1885
1331 { 1886 {
1332 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1887 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1333 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1888 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1354,6 +1909,7 @@ namespace OpenSim.Region.Framework.Scenes
1354 } 1909 }
1355 } 1910 }
1356 } 1911 }
1912
1357 } 1913 }
1358 1914
1359 if (m_scene.UseBackup && HasGroupChanged) 1915 if (m_scene.UseBackup && HasGroupChanged)
@@ -1361,6 +1917,20 @@ namespace OpenSim.Region.Framework.Scenes
1361 // don't backup while it's selected or you're asking for changes mid stream. 1917 // don't backup while it's selected or you're asking for changes mid stream.
1362 if (isTimeToPersist() || forcedBackup) 1918 if (isTimeToPersist() || forcedBackup)
1363 { 1919 {
1920 if (m_rootPart.PhysActor != null &&
1921 (!m_rootPart.PhysActor.IsPhysical))
1922 {
1923 // Possible ghost prim
1924 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1925 {
1926 foreach (SceneObjectPart part in m_parts.GetArray())
1927 {
1928 // Re-set physics actor positions and
1929 // orientations
1930 part.GroupPosition = m_rootPart.GroupPosition;
1931 }
1932 }
1933 }
1364// m_log.DebugFormat( 1934// m_log.DebugFormat(
1365// "[SCENE]: Storing {0}, {1} in {2}", 1935// "[SCENE]: Storing {0}, {1} in {2}",
1366// Name, UUID, m_scene.RegionInfo.RegionName); 1936// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1378,6 +1948,11 @@ namespace OpenSim.Region.Framework.Scenes
1378 1948
1379 backup_group.ForEachPart(delegate(SceneObjectPart part) 1949 backup_group.ForEachPart(delegate(SceneObjectPart part)
1380 { 1950 {
1951 if (part.KeyframeMotion != null)
1952 {
1953 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1954 part.KeyframeMotion.UpdateSceneObject(this);
1955 }
1381 part.Inventory.ProcessInventoryBackup(datastore); 1956 part.Inventory.ProcessInventoryBackup(datastore);
1382 }); 1957 });
1383 1958
@@ -1430,6 +2005,7 @@ namespace OpenSim.Region.Framework.Scenes
1430 /// <returns></returns> 2005 /// <returns></returns>
1431 public SceneObjectGroup Copy(bool userExposed) 2006 public SceneObjectGroup Copy(bool userExposed)
1432 { 2007 {
2008 m_dupeInProgress = true;
1433 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2009 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1434 dupe.m_isBackedUp = false; 2010 dupe.m_isBackedUp = false;
1435 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2011 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1444,7 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes
1444 // This is only necessary when userExposed is false! 2020 // This is only necessary when userExposed is false!
1445 2021
1446 bool previousAttachmentStatus = dupe.IsAttachment; 2022 bool previousAttachmentStatus = dupe.IsAttachment;
1447 2023
1448 if (!userExposed) 2024 if (!userExposed)
1449 dupe.IsAttachment = true; 2025 dupe.IsAttachment = true;
1450 2026
@@ -1462,11 +2038,11 @@ namespace OpenSim.Region.Framework.Scenes
1462 dupe.m_rootPart.TrimPermissions(); 2038 dupe.m_rootPart.TrimPermissions();
1463 2039
1464 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2040 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1465 2041
1466 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2042 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1467 { 2043 {
1468 return p1.LinkNum.CompareTo(p2.LinkNum); 2044 return p1.LinkNum.CompareTo(p2.LinkNum);
1469 } 2045 }
1470 ); 2046 );
1471 2047
1472 foreach (SceneObjectPart part in partList) 2048 foreach (SceneObjectPart part in partList)
@@ -1476,41 +2052,53 @@ namespace OpenSim.Region.Framework.Scenes
1476 { 2052 {
1477 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2053 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1478 newPart.LinkNum = part.LinkNum; 2054 newPart.LinkNum = part.LinkNum;
1479 } 2055 if (userExposed)
2056 newPart.ParentID = dupe.m_rootPart.LocalId;
2057 }
1480 else 2058 else
1481 { 2059 {
1482 newPart = dupe.m_rootPart; 2060 newPart = dupe.m_rootPart;
1483 } 2061 }
2062/*
2063 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2064 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1484 2065
1485 // Need to duplicate the physics actor as well 2066 // Need to duplicate the physics actor as well
1486 PhysicsActor originalPartPa = part.PhysActor; 2067 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1487 if (originalPartPa != null && userExposed)
1488 { 2068 {
1489 PrimitiveBaseShape pbs = newPart.Shape; 2069 PrimitiveBaseShape pbs = newPart.Shape;
1490
1491 newPart.PhysActor 2070 newPart.PhysActor
1492 = m_scene.PhysicsScene.AddPrimShape( 2071 = m_scene.PhysicsScene.AddPrimShape(
1493 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2072 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1494 pbs, 2073 pbs,
1495 newPart.AbsolutePosition, 2074 newPart.AbsolutePosition,
1496 newPart.Scale, 2075 newPart.Scale,
1497 newPart.RotationOffset, 2076 newPart.GetWorldRotation(),
1498 originalPartPa.IsPhysical, 2077 isphys,
2078 isphan,
1499 newPart.LocalId); 2079 newPart.LocalId);
1500 2080
1501 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2081 newPart.DoPhysicsPropertyUpdate(isphys, true);
1502 } 2082 */
2083 if (userExposed)
2084 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2085// }
1503 } 2086 }
1504 2087
1505 if (userExposed) 2088 if (userExposed)
1506 { 2089 {
1507 dupe.UpdateParentIDs(); 2090// done above dupe.UpdateParentIDs();
2091
2092 if (dupe.m_rootPart.PhysActor != null)
2093 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2094
1508 dupe.HasGroupChanged = true; 2095 dupe.HasGroupChanged = true;
1509 dupe.AttachToBackup(); 2096 dupe.AttachToBackup();
1510 2097
1511 ScheduleGroupForFullUpdate(); 2098 ScheduleGroupForFullUpdate();
1512 } 2099 }
1513 2100
2101 m_dupeInProgress = false;
1514 return dupe; 2102 return dupe;
1515 } 2103 }
1516 2104
@@ -1522,11 +2110,24 @@ namespace OpenSim.Region.Framework.Scenes
1522 /// <param name="cGroupID"></param> 2110 /// <param name="cGroupID"></param>
1523 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2111 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1524 { 2112 {
1525 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2113 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2114 // give newpart a new local ID lettng old part keep same
2115 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2116 newpart.LocalId = m_scene.AllocateLocalId();
2117
2118 SetRootPart(newpart);
2119 if (userExposed)
2120 RootPart.Velocity = Vector3.Zero; // In case source is moving
1526 } 2121 }
1527 2122
1528 public void ScriptSetPhysicsStatus(bool usePhysics) 2123 public void ScriptSetPhysicsStatus(bool usePhysics)
1529 { 2124 {
2125 if (usePhysics)
2126 {
2127 if (RootPart.KeyframeMotion != null)
2128 RootPart.KeyframeMotion.Stop();
2129 RootPart.KeyframeMotion = null;
2130 }
1530 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2131 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1531 } 2132 }
1532 2133
@@ -1624,6 +2225,7 @@ namespace OpenSim.Region.Framework.Scenes
1624 return Vector3.Zero; 2225 return Vector3.Zero;
1625 } 2226 }
1626 2227
2228 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1627 public void moveToTarget(Vector3 target, float tau) 2229 public void moveToTarget(Vector3 target, float tau)
1628 { 2230 {
1629 if (IsAttachment) 2231 if (IsAttachment)
@@ -1655,6 +2257,46 @@ namespace OpenSim.Region.Framework.Scenes
1655 pa.PIDActive = false; 2257 pa.PIDActive = false;
1656 } 2258 }
1657 2259
2260 public void rotLookAt(Quaternion target, float strength, float damping)
2261 {
2262 SceneObjectPart rootpart = m_rootPart;
2263 if (rootpart != null)
2264 {
2265 if (IsAttachment)
2266 {
2267 /*
2268 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2269 if (avatar != null)
2270 {
2271 Rotate the Av?
2272 } */
2273 }
2274 else
2275 {
2276 if (rootpart.PhysActor != null)
2277 { // APID must be implemented in your physics system for this to function.
2278 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2279 rootpart.PhysActor.APIDStrength = strength;
2280 rootpart.PhysActor.APIDDamping = damping;
2281 rootpart.PhysActor.APIDActive = true;
2282 }
2283 }
2284 }
2285 }
2286
2287 public void stopLookAt()
2288 {
2289 SceneObjectPart rootpart = m_rootPart;
2290 if (rootpart != null)
2291 {
2292 if (rootpart.PhysActor != null)
2293 { // APID must be implemented in your physics system for this to function.
2294 rootpart.PhysActor.APIDActive = false;
2295 }
2296 }
2297
2298 }
2299
1658 /// <summary> 2300 /// <summary>
1659 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2301 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1660 /// </summary> 2302 /// </summary>
@@ -1711,7 +2353,12 @@ namespace OpenSim.Region.Framework.Scenes
1711 /// <param name="cGroupID"></param> 2353 /// <param name="cGroupID"></param>
1712 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2354 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1713 { 2355 {
1714 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2356 // give new ID to the new part, letting old keep original
2357 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2358 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2359 newPart.LocalId = m_scene.AllocateLocalId();
2360 newPart.SetParent(this);
2361
1715 AddPart(newPart); 2362 AddPart(newPart);
1716 2363
1717 SetPartAsNonRoot(newPart); 2364 SetPartAsNonRoot(newPart);
@@ -1840,11 +2487,11 @@ namespace OpenSim.Region.Framework.Scenes
1840 /// Immediately send a full update for this scene object. 2487 /// Immediately send a full update for this scene object.
1841 /// </summary> 2488 /// </summary>
1842 public void SendGroupFullUpdate() 2489 public void SendGroupFullUpdate()
1843 { 2490 {
1844 if (IsDeleted) 2491 if (IsDeleted)
1845 return; 2492 return;
1846 2493
1847// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2494// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1848 2495
1849 RootPart.SendFullUpdateToAllClients(); 2496 RootPart.SendFullUpdateToAllClients();
1850 2497
@@ -1959,6 +2606,11 @@ namespace OpenSim.Region.Framework.Scenes
1959 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2606 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1960 public void LinkToGroup(SceneObjectGroup objectGroup) 2607 public void LinkToGroup(SceneObjectGroup objectGroup)
1961 { 2608 {
2609 LinkToGroup(objectGroup, false);
2610 }
2611
2612 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2613 {
1962// m_log.DebugFormat( 2614// m_log.DebugFormat(
1963// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2615// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1964// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2616// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1969,6 +2621,15 @@ namespace OpenSim.Region.Framework.Scenes
1969 2621
1970 SceneObjectPart linkPart = objectGroup.m_rootPart; 2622 SceneObjectPart linkPart = objectGroup.m_rootPart;
1971 2623
2624 if (m_rootPart.PhysActor != null)
2625 m_rootPart.PhysActor.Building = true;
2626 if (linkPart.PhysActor != null)
2627 linkPart.PhysActor.Building = true;
2628
2629 // physics flags from group to be applied to linked parts
2630 bool grpusephys = UsesPhysics;
2631 bool grptemporary = IsTemporary;
2632
1972 Vector3 oldGroupPosition = linkPart.GroupPosition; 2633 Vector3 oldGroupPosition = linkPart.GroupPosition;
1973 Quaternion oldRootRotation = linkPart.RotationOffset; 2634 Quaternion oldRootRotation = linkPart.RotationOffset;
1974 2635
@@ -1992,13 +2653,34 @@ namespace OpenSim.Region.Framework.Scenes
1992 2653
1993 lock (m_parts.SyncRoot) 2654 lock (m_parts.SyncRoot)
1994 { 2655 {
1995 int linkNum = PrimCount + 1; 2656 int linkNum;
2657 if (insert)
2658 {
2659 linkNum = 2;
2660 foreach (SceneObjectPart part in Parts)
2661 {
2662 if (part.LinkNum > 1)
2663 part.LinkNum++;
2664 }
2665 }
2666 else
2667 {
2668 linkNum = PrimCount + 1;
2669 }
1996 2670
1997 m_parts.Add(linkPart.UUID, linkPart); 2671 m_parts.Add(linkPart.UUID, linkPart);
1998 2672
1999 linkPart.SetParent(this); 2673 linkPart.SetParent(this);
2000 linkPart.CreateSelected = true; 2674 linkPart.CreateSelected = true;
2001 2675
2676 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2677 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2678 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2679 {
2680 linkPart.PhysActor.link(m_rootPart.PhysActor);
2681 this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
2682 }
2683
2002 linkPart.LinkNum = linkNum++; 2684 linkPart.LinkNum = linkNum++;
2003 2685
2004 SceneObjectPart[] ogParts = objectGroup.Parts; 2686 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2011,7 +2693,16 @@ namespace OpenSim.Region.Framework.Scenes
2011 { 2693 {
2012 SceneObjectPart part = ogParts[i]; 2694 SceneObjectPart part = ogParts[i];
2013 if (part.UUID != objectGroup.m_rootPart.UUID) 2695 if (part.UUID != objectGroup.m_rootPart.UUID)
2696 {
2014 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2697 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2698 // let physics know
2699 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2700 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2701 {
2702 part.PhysActor.link(m_rootPart.PhysActor);
2703 this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2704 }
2705 }
2015 part.ClearUndoState(); 2706 part.ClearUndoState();
2016 } 2707 }
2017 } 2708 }
@@ -2020,7 +2711,7 @@ namespace OpenSim.Region.Framework.Scenes
2020 objectGroup.IsDeleted = true; 2711 objectGroup.IsDeleted = true;
2021 2712
2022 objectGroup.m_parts.Clear(); 2713 objectGroup.m_parts.Clear();
2023 2714
2024 // Can't do this yet since backup still makes use of the root part without any synchronization 2715 // Can't do this yet since backup still makes use of the root part without any synchronization
2025// objectGroup.m_rootPart = null; 2716// objectGroup.m_rootPart = null;
2026 2717
@@ -2031,6 +2722,9 @@ namespace OpenSim.Region.Framework.Scenes
2031 // unmoved prims! 2722 // unmoved prims!
2032 ResetChildPrimPhysicsPositions(); 2723 ResetChildPrimPhysicsPositions();
2033 2724
2725 if (m_rootPart.PhysActor != null)
2726 m_rootPart.PhysActor.Building = false;
2727
2034 //HasGroupChanged = true; 2728 //HasGroupChanged = true;
2035 //ScheduleGroupForFullUpdate(); 2729 //ScheduleGroupForFullUpdate();
2036 } 2730 }
@@ -2083,7 +2777,10 @@ namespace OpenSim.Region.Framework.Scenes
2083// m_log.DebugFormat( 2777// m_log.DebugFormat(
2084// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2778// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2085// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2779// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2086 2780
2781 if (m_rootPart.PhysActor != null)
2782 m_rootPart.PhysActor.Building = true;
2783
2087 linkPart.ClearUndoState(); 2784 linkPart.ClearUndoState();
2088 2785
2089 Quaternion worldRot = linkPart.GetWorldRotation(); 2786 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2143,6 +2840,14 @@ namespace OpenSim.Region.Framework.Scenes
2143 2840
2144 // When we delete a group, we currently have to force persist to the database if the object id has changed 2841 // When we delete a group, we currently have to force persist to the database if the object id has changed
2145 // (since delete works by deleting all rows which have a given object id) 2842 // (since delete works by deleting all rows which have a given object id)
2843
2844 // this is as it seems to be in sl now
2845 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2846 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2847
2848 if (m_rootPart.PhysActor != null)
2849 m_rootPart.PhysActor.Building = false;
2850
2146 objectGroup.HasGroupChangedDueToDelink = true; 2851 objectGroup.HasGroupChangedDueToDelink = true;
2147 2852
2148 return objectGroup; 2853 return objectGroup;
@@ -2154,6 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes
2154 /// <param name="objectGroup"></param> 2859 /// <param name="objectGroup"></param>
2155 public virtual void DetachFromBackup() 2860 public virtual void DetachFromBackup()
2156 { 2861 {
2862 m_scene.SceneGraph.FireDetachFromBackup(this);
2157 if (m_isBackedUp && Scene != null) 2863 if (m_isBackedUp && Scene != null)
2158 m_scene.EventManager.OnBackup -= ProcessBackup; 2864 m_scene.EventManager.OnBackup -= ProcessBackup;
2159 2865
@@ -2172,7 +2878,8 @@ namespace OpenSim.Region.Framework.Scenes
2172 2878
2173 axPos *= parentRot; 2879 axPos *= parentRot;
2174 part.OffsetPosition = axPos; 2880 part.OffsetPosition = axPos;
2175 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2881 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2882 part.GroupPosition = newPos;
2176 part.OffsetPosition = Vector3.Zero; 2883 part.OffsetPosition = Vector3.Zero;
2177 part.RotationOffset = worldRot; 2884 part.RotationOffset = worldRot;
2178 2885
@@ -2183,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes
2183 2890
2184 part.LinkNum = linkNum; 2891 part.LinkNum = linkNum;
2185 2892
2186 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2893 part.OffsetPosition = newPos - AbsolutePosition;
2187 2894
2188 Quaternion rootRotation = m_rootPart.RotationOffset; 2895 Quaternion rootRotation = m_rootPart.RotationOffset;
2189 2896
@@ -2193,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2193 2900
2194 parentRot = m_rootPart.RotationOffset; 2901 parentRot = m_rootPart.RotationOffset;
2195 oldRot = part.RotationOffset; 2902 oldRot = part.RotationOffset;
2196 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2903 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2197 part.RotationOffset = newRot; 2904 part.RotationOffset = newRot;
2198 } 2905 }
2199 2906
@@ -2445,8 +3152,31 @@ namespace OpenSim.Region.Framework.Scenes
2445 } 3152 }
2446 } 3153 }
2447 3154
3155/*
3156 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2448 for (int i = 0; i < parts.Length; i++) 3157 for (int i = 0; i < parts.Length; i++)
2449 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3158 {
3159 if (parts[i] != RootPart)
3160 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
3161 }
3162*/
3163 if (parts.Length > 1)
3164 {
3165 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3166
3167 for (int i = 0; i < parts.Length; i++)
3168 {
3169
3170 if (parts[i].UUID != m_rootPart.UUID)
3171 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3172 }
3173
3174 if (m_rootPart.PhysActor != null)
3175 m_rootPart.PhysActor.Building = false;
3176 }
3177 else
3178 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3179
2450 } 3180 }
2451 } 3181 }
2452 3182
@@ -2459,6 +3189,17 @@ namespace OpenSim.Region.Framework.Scenes
2459 } 3189 }
2460 } 3190 }
2461 3191
3192
3193
3194 /// <summary>
3195 /// Gets the number of parts
3196 /// </summary>
3197 /// <returns></returns>
3198 public int GetPartCount()
3199 {
3200 return Parts.Count();
3201 }
3202
2462 /// <summary> 3203 /// <summary>
2463 /// Update the texture entry for this part 3204 /// Update the texture entry for this part
2464 /// </summary> 3205 /// </summary>
@@ -2520,11 +3261,6 @@ namespace OpenSim.Region.Framework.Scenes
2520 /// <param name="scale"></param> 3261 /// <param name="scale"></param>
2521 public void GroupResize(Vector3 scale) 3262 public void GroupResize(Vector3 scale)
2522 { 3263 {
2523// m_log.DebugFormat(
2524// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2525
2526 RootPart.StoreUndoState(true);
2527
2528 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3264 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2529 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3265 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2530 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3266 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2551,7 +3287,6 @@ namespace OpenSim.Region.Framework.Scenes
2551 SceneObjectPart obPart = parts[i]; 3287 SceneObjectPart obPart = parts[i];
2552 if (obPart.UUID != m_rootPart.UUID) 3288 if (obPart.UUID != m_rootPart.UUID)
2553 { 3289 {
2554// obPart.IgnoreUndoUpdate = true;
2555 Vector3 oldSize = new Vector3(obPart.Scale); 3290 Vector3 oldSize = new Vector3(obPart.Scale);
2556 3291
2557 float f = 1.0f; 3292 float f = 1.0f;
@@ -2615,8 +3350,6 @@ namespace OpenSim.Region.Framework.Scenes
2615 z *= a; 3350 z *= a;
2616 } 3351 }
2617 } 3352 }
2618
2619// obPart.IgnoreUndoUpdate = false;
2620 } 3353 }
2621 } 3354 }
2622 } 3355 }
@@ -2626,9 +3359,7 @@ namespace OpenSim.Region.Framework.Scenes
2626 prevScale.Y *= y; 3359 prevScale.Y *= y;
2627 prevScale.Z *= z; 3360 prevScale.Z *= z;
2628 3361
2629// RootPart.IgnoreUndoUpdate = true;
2630 RootPart.Resize(prevScale); 3362 RootPart.Resize(prevScale);
2631// RootPart.IgnoreUndoUpdate = false;
2632 3363
2633 parts = m_parts.GetArray(); 3364 parts = m_parts.GetArray();
2634 for (int i = 0; i < parts.Length; i++) 3365 for (int i = 0; i < parts.Length; i++)
@@ -2637,8 +3368,6 @@ namespace OpenSim.Region.Framework.Scenes
2637 3368
2638 if (obPart.UUID != m_rootPart.UUID) 3369 if (obPart.UUID != m_rootPart.UUID)
2639 { 3370 {
2640 obPart.IgnoreUndoUpdate = true;
2641
2642 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3371 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2643 currentpos.X *= x; 3372 currentpos.X *= x;
2644 currentpos.Y *= y; 3373 currentpos.Y *= y;
@@ -2651,16 +3380,12 @@ namespace OpenSim.Region.Framework.Scenes
2651 3380
2652 obPart.Resize(newSize); 3381 obPart.Resize(newSize);
2653 obPart.UpdateOffSet(currentpos); 3382 obPart.UpdateOffSet(currentpos);
2654
2655 obPart.IgnoreUndoUpdate = false;
2656 } 3383 }
2657 3384
2658// obPart.IgnoreUndoUpdate = false; 3385 HasGroupChanged = true;
2659// obPart.StoreUndoState(); 3386 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3387 ScheduleGroupForTerseUpdate();
2660 } 3388 }
2661
2662// m_log.DebugFormat(
2663// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2664 } 3389 }
2665 3390
2666 #endregion 3391 #endregion
@@ -2673,14 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
2673 /// <param name="pos"></param> 3398 /// <param name="pos"></param>
2674 public void UpdateGroupPosition(Vector3 pos) 3399 public void UpdateGroupPosition(Vector3 pos)
2675 { 3400 {
2676// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2677
2678 RootPart.StoreUndoState(true);
2679
2680// SceneObjectPart[] parts = m_parts.GetArray();
2681// for (int i = 0; i < parts.Length; i++)
2682// parts[i].StoreUndoState();
2683
2684 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3401 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2685 { 3402 {
2686 if (IsAttachment) 3403 if (IsAttachment)
@@ -2712,21 +3429,17 @@ namespace OpenSim.Region.Framework.Scenes
2712 /// </summary> 3429 /// </summary>
2713 /// <param name="pos"></param> 3430 /// <param name="pos"></param>
2714 /// <param name="localID"></param> 3431 /// <param name="localID"></param>
3432 ///
3433
2715 public void UpdateSinglePosition(Vector3 pos, uint localID) 3434 public void UpdateSinglePosition(Vector3 pos, uint localID)
2716 { 3435 {
2717 SceneObjectPart part = GetPart(localID); 3436 SceneObjectPart part = GetPart(localID);
2718 3437
2719// SceneObjectPart[] parts = m_parts.GetArray();
2720// for (int i = 0; i < parts.Length; i++)
2721// parts[i].StoreUndoState();
2722
2723 if (part != null) 3438 if (part != null)
2724 { 3439 {
2725// m_log.DebugFormat( 3440// unlock parts position change
2726// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3441 if (m_rootPart.PhysActor != null)
2727 3442 m_rootPart.PhysActor.Building = true;
2728 part.StoreUndoState(false);
2729 part.IgnoreUndoUpdate = true;
2730 3443
2731 if (part.UUID == m_rootPart.UUID) 3444 if (part.UUID == m_rootPart.UUID)
2732 { 3445 {
@@ -2737,8 +3450,10 @@ namespace OpenSim.Region.Framework.Scenes
2737 part.UpdateOffSet(pos); 3450 part.UpdateOffSet(pos);
2738 } 3451 }
2739 3452
3453 if (m_rootPart.PhysActor != null)
3454 m_rootPart.PhysActor.Building = false;
3455
2740 HasGroupChanged = true; 3456 HasGroupChanged = true;
2741 part.IgnoreUndoUpdate = false;
2742 } 3457 }
2743 } 3458 }
2744 3459
@@ -2748,13 +3463,7 @@ namespace OpenSim.Region.Framework.Scenes
2748 /// <param name="pos"></param> 3463 /// <param name="pos"></param>
2749 public void UpdateRootPosition(Vector3 pos) 3464 public void UpdateRootPosition(Vector3 pos)
2750 { 3465 {
2751// m_log.DebugFormat( 3466 // needs to be called with phys building true
2752// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2753
2754// SceneObjectPart[] parts = m_parts.GetArray();
2755// for (int i = 0; i < parts.Length; i++)
2756// parts[i].StoreUndoState();
2757
2758 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3467 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2759 Vector3 oldPos = 3468 Vector3 oldPos =
2760 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3469 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2777,7 +3486,14 @@ namespace OpenSim.Region.Framework.Scenes
2777 AbsolutePosition = newPos; 3486 AbsolutePosition = newPos;
2778 3487
2779 HasGroupChanged = true; 3488 HasGroupChanged = true;
2780 ScheduleGroupForTerseUpdate(); 3489 if (m_rootPart.Undoing)
3490 {
3491 ScheduleGroupForFullUpdate();
3492 }
3493 else
3494 {
3495 ScheduleGroupForTerseUpdate();
3496 }
2781 } 3497 }
2782 3498
2783 #endregion 3499 #endregion
@@ -2790,17 +3506,6 @@ namespace OpenSim.Region.Framework.Scenes
2790 /// <param name="rot"></param> 3506 /// <param name="rot"></param>
2791 public void UpdateGroupRotationR(Quaternion rot) 3507 public void UpdateGroupRotationR(Quaternion rot)
2792 { 3508 {
2793// m_log.DebugFormat(
2794// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2795
2796// SceneObjectPart[] parts = m_parts.GetArray();
2797// for (int i = 0; i < parts.Length; i++)
2798// parts[i].StoreUndoState();
2799
2800 m_rootPart.StoreUndoState(true);
2801
2802 m_rootPart.UpdateRotation(rot);
2803
2804 PhysicsActor actor = m_rootPart.PhysActor; 3509 PhysicsActor actor = m_rootPart.PhysActor;
2805 if (actor != null) 3510 if (actor != null)
2806 { 3511 {
@@ -2819,16 +3524,6 @@ namespace OpenSim.Region.Framework.Scenes
2819 /// <param name="rot"></param> 3524 /// <param name="rot"></param>
2820 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3525 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2821 { 3526 {
2822// m_log.DebugFormat(
2823// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2824
2825// SceneObjectPart[] parts = m_parts.GetArray();
2826// for (int i = 0; i < parts.Length; i++)
2827// parts[i].StoreUndoState();
2828
2829 RootPart.StoreUndoState(true);
2830 RootPart.IgnoreUndoUpdate = true;
2831
2832 m_rootPart.UpdateRotation(rot); 3527 m_rootPart.UpdateRotation(rot);
2833 3528
2834 PhysicsActor actor = m_rootPart.PhysActor; 3529 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2842,8 +3537,6 @@ namespace OpenSim.Region.Framework.Scenes
2842 3537
2843 HasGroupChanged = true; 3538 HasGroupChanged = true;
2844 ScheduleGroupForTerseUpdate(); 3539 ScheduleGroupForTerseUpdate();
2845
2846 RootPart.IgnoreUndoUpdate = false;
2847 } 3540 }
2848 3541
2849 /// <summary> 3542 /// <summary>
@@ -2856,13 +3549,11 @@ namespace OpenSim.Region.Framework.Scenes
2856 SceneObjectPart part = GetPart(localID); 3549 SceneObjectPart part = GetPart(localID);
2857 3550
2858 SceneObjectPart[] parts = m_parts.GetArray(); 3551 SceneObjectPart[] parts = m_parts.GetArray();
2859 for (int i = 0; i < parts.Length; i++)
2860 parts[i].StoreUndoState();
2861 3552
2862 if (part != null) 3553 if (part != null)
2863 { 3554 {
2864// m_log.DebugFormat( 3555 if (m_rootPart.PhysActor != null)
2865// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3556 m_rootPart.PhysActor.Building = true;
2866 3557
2867 if (part.UUID == m_rootPart.UUID) 3558 if (part.UUID == m_rootPart.UUID)
2868 { 3559 {
@@ -2872,6 +3563,9 @@ namespace OpenSim.Region.Framework.Scenes
2872 { 3563 {
2873 part.UpdateRotation(rot); 3564 part.UpdateRotation(rot);
2874 } 3565 }
3566
3567 if (m_rootPart.PhysActor != null)
3568 m_rootPart.PhysActor.Building = false;
2875 } 3569 }
2876 } 3570 }
2877 3571
@@ -2885,12 +3579,8 @@ namespace OpenSim.Region.Framework.Scenes
2885 SceneObjectPart part = GetPart(localID); 3579 SceneObjectPart part = GetPart(localID);
2886 if (part != null) 3580 if (part != null)
2887 { 3581 {
2888// m_log.DebugFormat( 3582 if (m_rootPart.PhysActor != null)
2889// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3583 m_rootPart.PhysActor.Building = true;
2890// part.Name, part.LocalId, rot);
2891
2892 part.StoreUndoState();
2893 part.IgnoreUndoUpdate = true;
2894 3584
2895 if (part.UUID == m_rootPart.UUID) 3585 if (part.UUID == m_rootPart.UUID)
2896 { 3586 {
@@ -2903,7 +3593,8 @@ namespace OpenSim.Region.Framework.Scenes
2903 part.OffsetPosition = pos; 3593 part.OffsetPosition = pos;
2904 } 3594 }
2905 3595
2906 part.IgnoreUndoUpdate = false; 3596 if (m_rootPart.PhysActor != null)
3597 m_rootPart.PhysActor.Building = false;
2907 } 3598 }
2908 } 3599 }
2909 3600
@@ -2913,15 +3604,13 @@ namespace OpenSim.Region.Framework.Scenes
2913 /// <param name="rot"></param> 3604 /// <param name="rot"></param>
2914 public void UpdateRootRotation(Quaternion rot) 3605 public void UpdateRootRotation(Quaternion rot)
2915 { 3606 {
2916// m_log.DebugFormat( 3607 // needs to be called with phys building true
2917// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2918// Name, LocalId, rot);
2919
2920 Quaternion axRot = rot; 3608 Quaternion axRot = rot;
2921 Quaternion oldParentRot = m_rootPart.RotationOffset; 3609 Quaternion oldParentRot = m_rootPart.RotationOffset;
2922 3610
2923 m_rootPart.StoreUndoState(); 3611 m_rootPart.StoreUndoState();
2924 m_rootPart.UpdateRotation(rot); 3612 //Don't use UpdateRotation because it schedules an update prematurely
3613 m_rootPart.RotationOffset = rot;
2925 3614
2926 PhysicsActor pa = m_rootPart.PhysActor; 3615 PhysicsActor pa = m_rootPart.PhysActor;
2927 3616
@@ -2937,35 +3626,135 @@ namespace OpenSim.Region.Framework.Scenes
2937 SceneObjectPart prim = parts[i]; 3626 SceneObjectPart prim = parts[i];
2938 if (prim.UUID != m_rootPart.UUID) 3627 if (prim.UUID != m_rootPart.UUID)
2939 { 3628 {
2940 prim.IgnoreUndoUpdate = true; 3629 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3630 NewRot = Quaternion.Inverse(axRot) * NewRot;
3631 prim.RotationOffset = NewRot;
3632
2941 Vector3 axPos = prim.OffsetPosition; 3633 Vector3 axPos = prim.OffsetPosition;
3634
2942 axPos *= oldParentRot; 3635 axPos *= oldParentRot;
2943 axPos *= Quaternion.Inverse(axRot); 3636 axPos *= Quaternion.Inverse(axRot);
2944 prim.OffsetPosition = axPos; 3637 prim.OffsetPosition = axPos;
2945 Quaternion primsRot = prim.RotationOffset; 3638 }
2946 Quaternion newRot = oldParentRot * primsRot; 3639 }
2947 newRot = Quaternion.Inverse(axRot) * newRot; 3640
2948 prim.RotationOffset = newRot; 3641 HasGroupChanged = true;
2949 prim.ScheduleTerseUpdate(); 3642 ScheduleGroupForFullUpdate();
2950 prim.IgnoreUndoUpdate = false; 3643 }
2951 }
2952 }
2953
2954// for (int i = 0; i < parts.Length; i++)
2955// {
2956// SceneObjectPart childpart = parts[i];
2957// if (childpart != m_rootPart)
2958// {
2959//// childpart.IgnoreUndoUpdate = false;
2960//// childpart.StoreUndoState();
2961// }
2962// }
2963 3644
2964 m_rootPart.ScheduleTerseUpdate(); 3645 private enum updatetype :int
3646 {
3647 none = 0,
3648 partterse = 1,
3649 partfull = 2,
3650 groupterse = 3,
3651 groupfull = 4
3652 }
2965 3653
2966// m_log.DebugFormat( 3654 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
2967// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3655 {
2968// Name, LocalId, rot); 3656 // TODO this still as excessive *.Schedule*Update()s
3657
3658 if (part != null && part.ParentGroup != null)
3659 {
3660 ObjectChangeType change = data.change;
3661 bool togroup = ((change & ObjectChangeType.Group) != 0);
3662 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3663
3664 SceneObjectGroup group = part.ParentGroup;
3665 PhysicsActor pha = group.RootPart.PhysActor;
3666
3667 updatetype updateType = updatetype.none;
3668
3669 if (togroup)
3670 {
3671 // related to group
3672 if ((change & ObjectChangeType.Position) != 0)
3673 {
3674 group.AbsolutePosition = data.position;
3675 updateType = updatetype.groupterse;
3676 }
3677 if ((change & ObjectChangeType.Rotation) != 0)
3678 {
3679 group.RootPart.UpdateRotation(data.rotation);
3680 updateType = updatetype.none;
3681 }
3682 if ((change & ObjectChangeType.Scale) != 0)
3683 {
3684 if (pha != null)
3685 pha.Building = true;
3686
3687 group.GroupResize(data.scale);
3688 updateType = updatetype.none;
3689
3690 if (pha != null)
3691 pha.Building = false;
3692 }
3693 }
3694 else
3695 {
3696 // related to single prim in a link-set ( ie group)
3697 if (pha != null)
3698 pha.Building = true;
3699
3700 // root part is special
3701 // parts offset positions or rotations need to change also
3702
3703 if (part == group.RootPart)
3704 {
3705 if ((change & ObjectChangeType.Position) != 0)
3706 group.UpdateRootPosition(data.position);
3707 if ((change & ObjectChangeType.Rotation) != 0)
3708 group.UpdateRootRotation(data.rotation);
3709 if ((change & ObjectChangeType.Scale) != 0)
3710 part.Resize(data.scale);
3711 }
3712 else
3713 {
3714 if ((change & ObjectChangeType.Position) != 0)
3715 {
3716 part.OffsetPosition = data.position;
3717 updateType = updatetype.partterse;
3718 }
3719 if ((change & ObjectChangeType.Rotation) != 0)
3720 {
3721 part.UpdateRotation(data.rotation);
3722 updateType = updatetype.none;
3723 }
3724 if ((change & ObjectChangeType.Scale) != 0)
3725 {
3726 part.Resize(data.scale);
3727 updateType = updatetype.none;
3728 }
3729 }
3730
3731 if (pha != null)
3732 pha.Building = false;
3733 }
3734
3735 if (updateType != updatetype.none)
3736 {
3737 group.HasGroupChanged = true;
3738
3739 switch (updateType)
3740 {
3741 case updatetype.partterse:
3742 part.ScheduleTerseUpdate();
3743 break;
3744 case updatetype.partfull:
3745 part.ScheduleFullUpdate();
3746 break;
3747 case updatetype.groupterse:
3748 group.ScheduleGroupForTerseUpdate();
3749 break;
3750 case updatetype.groupfull:
3751 group.ScheduleGroupForFullUpdate();
3752 break;
3753 default:
3754 break;
3755 }
3756 }
3757 }
2969 } 3758 }
2970 3759
2971 #endregion 3760 #endregion
@@ -3189,7 +3978,6 @@ namespace OpenSim.Region.Framework.Scenes
3189 public float GetMass() 3978 public float GetMass()
3190 { 3979 {
3191 float retmass = 0f; 3980 float retmass = 0f;
3192
3193 SceneObjectPart[] parts = m_parts.GetArray(); 3981 SceneObjectPart[] parts = m_parts.GetArray();
3194 for (int i = 0; i < parts.Length; i++) 3982 for (int i = 0; i < parts.Length; i++)
3195 retmass += parts[i].GetMass(); 3983 retmass += parts[i].GetMass();
@@ -3285,6 +4073,14 @@ namespace OpenSim.Region.Framework.Scenes
3285 SetFromItemID(uuid); 4073 SetFromItemID(uuid);
3286 } 4074 }
3287 4075
4076 public void ResetOwnerChangeFlag()
4077 {
4078 ForEachPart(delegate(SceneObjectPart part)
4079 {
4080 part.ResetOwnerChangeFlag();
4081 });
4082 }
4083
3288 #endregion 4084 #endregion
3289 } 4085 }
3290} 4086}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2b1fba0..83b0b18 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.
@@ -192,6 +193,15 @@ namespace OpenSim.Region.Framework.Scenes
192 193
193 public UUID FromFolderID; 194 public UUID FromFolderID;
194 195
196 // The following two are to hold the attachment data
197 // while an object is inworld
198 [XmlIgnore]
199 public byte AttachPoint = 0;
200
201 [XmlIgnore]
202 public Vector3 AttachOffset = Vector3.Zero;
203
204 [XmlIgnore]
195 public int STATUS_ROTATE_X; 205 public int STATUS_ROTATE_X;
196 206
197 public int STATUS_ROTATE_Y; 207 public int STATUS_ROTATE_Y;
@@ -218,8 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
218 228
219 public Vector3 RotationAxis = Vector3.One; 229 public Vector3 RotationAxis = Vector3.One;
220 230
221 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 231 public bool VolumeDetectActive;
222 // Certainly this must be a persistant setting finally
223 232
224 public bool IsWaitingForFirstSpinUpdatePacket; 233 public bool IsWaitingForFirstSpinUpdatePacket;
225 234
@@ -259,10 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
259 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 268 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
260 private Vector3 m_sitTargetPosition; 269 private Vector3 m_sitTargetPosition;
261 private string m_sitAnimation = "SIT"; 270 private string m_sitAnimation = "SIT";
271 private bool m_occupied; // KF if any av is sitting on this prim
262 private string m_text = String.Empty; 272 private string m_text = String.Empty;
263 private string m_touchName = String.Empty; 273 private string m_touchName = String.Empty;
264 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 274 private UndoRedoState m_UndoRedo = null;
265 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
266 275
267 private bool m_passTouches; 276 private bool m_passTouches;
268 277
@@ -291,7 +300,16 @@ namespace OpenSim.Region.Framework.Scenes
291 protected Vector3 m_lastAcceleration; 300 protected Vector3 m_lastAcceleration;
292 protected Vector3 m_lastAngularVelocity; 301 protected Vector3 m_lastAngularVelocity;
293 protected int m_lastTerseSent; 302 protected int m_lastTerseSent;
294 303 protected float m_buoyancy = 0.0f;
304 protected Vector3 m_force;
305 protected Vector3 m_torque;
306
307 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
308 protected float m_density = 1000.0f; // in kg/m^3
309 protected float m_gravitymod = 1.0f;
310 protected float m_friction = 0.6f; // wood
311 protected float m_bounce = 0.5f; // wood
312
295 /// <summary> 313 /// <summary>
296 /// Stores media texture data 314 /// Stores media texture data
297 /// </summary> 315 /// </summary>
@@ -307,6 +325,17 @@ namespace OpenSim.Region.Framework.Scenes
307 private UUID m_collisionSound; 325 private UUID m_collisionSound;
308 private float m_collisionSoundVolume; 326 private float m_collisionSoundVolume;
309 327
328
329 private SOPVehicle m_vehicle = null;
330
331 private KeyframeMotion m_keyframeMotion = null;
332
333 public KeyframeMotion KeyframeMotion
334 {
335 get; set;
336 }
337
338
310 #endregion Fields 339 #endregion Fields
311 340
312// ~SceneObjectPart() 341// ~SceneObjectPart()
@@ -349,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
349 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
350 Quaternion rotationOffset, Vector3 offsetPosition) : this() 379 Quaternion rotationOffset, Vector3 offsetPosition) : this()
351 { 380 {
352 m_name = "Primitive"; 381 m_name = "Object";
353 382
354 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 383 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
355 LastOwnerID = CreatorID = OwnerID = ownerID; 384 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -389,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes
389 private uint _ownerMask = (uint)PermissionMask.All; 418 private uint _ownerMask = (uint)PermissionMask.All;
390 private uint _groupMask = (uint)PermissionMask.None; 419 private uint _groupMask = (uint)PermissionMask.None;
391 private uint _everyoneMask = (uint)PermissionMask.None; 420 private uint _everyoneMask = (uint)PermissionMask.None;
392 private uint _nextOwnerMask = (uint)PermissionMask.All; 421 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
393 private PrimFlags _flags = PrimFlags.None; 422 private PrimFlags _flags = PrimFlags.None;
394 private DateTime m_expires; 423 private DateTime m_expires;
395 private DateTime m_rezzed; 424 private DateTime m_rezzed;
@@ -483,12 +512,16 @@ namespace OpenSim.Region.Framework.Scenes
483 } 512 }
484 513
485 /// <value> 514 /// <value>
486 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 515 /// Get the inventory list
487 /// </value> 516 /// </value>
488 public TaskInventoryDictionary TaskInventory 517 public TaskInventoryDictionary TaskInventory
489 { 518 {
490 get { return m_inventory.Items; } 519 get {
491 set { m_inventory.Items = value; } 520 return m_inventory.Items;
521 }
522 set {
523 m_inventory.Items = value;
524 }
492 } 525 }
493 526
494 /// <summary> 527 /// <summary>
@@ -634,14 +667,12 @@ namespace OpenSim.Region.Framework.Scenes
634 set { m_LoopSoundSlavePrims = value; } 667 set { m_LoopSoundSlavePrims = value; }
635 } 668 }
636 669
637
638 public Byte[] TextureAnimation 670 public Byte[] TextureAnimation
639 { 671 {
640 get { return m_TextureAnimation; } 672 get { return m_TextureAnimation; }
641 set { m_TextureAnimation = value; } 673 set { m_TextureAnimation = value; }
642 } 674 }
643 675
644
645 public Byte[] ParticleSystem 676 public Byte[] ParticleSystem
646 { 677 {
647 get { return m_particleSystem; } 678 get { return m_particleSystem; }
@@ -678,8 +709,12 @@ namespace OpenSim.Region.Framework.Scenes
678 { 709 {
679 // If this is a linkset, we don't want the physics engine mucking up our group position here. 710 // If this is a linkset, we don't want the physics engine mucking up our group position here.
680 PhysicsActor actor = PhysActor; 711 PhysicsActor actor = PhysActor;
681 if (actor != null && ParentID == 0) 712 if (ParentID == 0)
682 m_groupPosition = actor.Position; 713 {
714 if (actor != null)
715 m_groupPosition = actor.Position;
716 return m_groupPosition;
717 }
683 718
684 if (ParentGroup.IsAttachment) 719 if (ParentGroup.IsAttachment)
685 { 720 {
@@ -688,12 +723,14 @@ namespace OpenSim.Region.Framework.Scenes
688 return sp.AbsolutePosition; 723 return sp.AbsolutePosition;
689 } 724 }
690 725
726 // use root prim's group position. Physics may have updated it
727 if (ParentGroup.RootPart != this)
728 m_groupPosition = ParentGroup.RootPart.GroupPosition;
691 return m_groupPosition; 729 return m_groupPosition;
692 } 730 }
693 set 731 set
694 { 732 {
695 m_groupPosition = value; 733 m_groupPosition = value;
696
697 PhysicsActor actor = PhysActor; 734 PhysicsActor actor = PhysActor;
698 if (actor != null) 735 if (actor != null)
699 { 736 {
@@ -719,16 +756,6 @@ namespace OpenSim.Region.Framework.Scenes
719 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 756 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
720 } 757 }
721 } 758 }
722
723 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
724 if (SitTargetAvatar != UUID.Zero)
725 {
726 ScenePresence avatar;
727 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
728 {
729 avatar.ParentPosition = GetWorldPosition();
730 }
731 }
732 } 759 }
733 } 760 }
734 761
@@ -737,7 +764,7 @@ namespace OpenSim.Region.Framework.Scenes
737 get { return m_offsetPosition; } 764 get { return m_offsetPosition; }
738 set 765 set
739 { 766 {
740// StoreUndoState(); 767 Vector3 oldpos = m_offsetPosition;
741 m_offsetPosition = value; 768 m_offsetPosition = value;
742 769
743 if (ParentGroup != null && !ParentGroup.IsDeleted) 770 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -752,7 +779,22 @@ namespace OpenSim.Region.Framework.Scenes
752 if (ParentGroup.Scene != null) 779 if (ParentGroup.Scene != null)
753 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 780 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
754 } 781 }
782
783 if (!m_parentGroup.m_dupeInProgress)
784 {
785 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
786 foreach (ScenePresence av in avs)
787 {
788 if (av.ParentID == m_localId)
789 {
790 Vector3 offset = (m_offsetPosition - oldpos);
791 av.AbsolutePosition += offset;
792 av.SendAvatarDataToAllAgents();
793 }
794 }
795 }
755 } 796 }
797 TriggerScriptChangedEvent(Changed.POSITION);
756 } 798 }
757 } 799 }
758 800
@@ -801,7 +843,7 @@ namespace OpenSim.Region.Framework.Scenes
801 843
802 set 844 set
803 { 845 {
804 StoreUndoState(); 846// StoreUndoState();
805 m_rotationOffset = value; 847 m_rotationOffset = value;
806 848
807 PhysicsActor actor = PhysActor; 849 PhysicsActor actor = PhysActor;
@@ -889,7 +931,7 @@ namespace OpenSim.Region.Framework.Scenes
889 get 931 get
890 { 932 {
891 PhysicsActor actor = PhysActor; 933 PhysicsActor actor = PhysActor;
892 if ((actor != null) && actor.IsPhysical) 934 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
893 { 935 {
894 m_angularVelocity = actor.RotationalVelocity; 936 m_angularVelocity = actor.RotationalVelocity;
895 } 937 }
@@ -901,7 +943,16 @@ namespace OpenSim.Region.Framework.Scenes
901 /// <summary></summary> 943 /// <summary></summary>
902 public Vector3 Acceleration 944 public Vector3 Acceleration
903 { 945 {
904 get { return m_acceleration; } 946 get
947 {
948 PhysicsActor actor = PhysActor;
949 if (actor != null)
950 {
951 m_acceleration = actor.Acceleration;
952 }
953 return m_acceleration;
954 }
955
905 set { m_acceleration = value; } 956 set { m_acceleration = value; }
906 } 957 }
907 958
@@ -958,7 +1009,10 @@ namespace OpenSim.Region.Framework.Scenes
958 public PrimitiveBaseShape Shape 1009 public PrimitiveBaseShape Shape
959 { 1010 {
960 get { return m_shape; } 1011 get { return m_shape; }
961 set { m_shape = value;} 1012 set
1013 {
1014 m_shape = value;
1015 }
962 } 1016 }
963 1017
964 /// <summary> 1018 /// <summary>
@@ -971,7 +1025,6 @@ namespace OpenSim.Region.Framework.Scenes
971 { 1025 {
972 if (m_shape != null) 1026 if (m_shape != null)
973 { 1027 {
974 StoreUndoState();
975 1028
976 m_shape.Scale = value; 1029 m_shape.Scale = value;
977 1030
@@ -998,6 +1051,7 @@ namespace OpenSim.Region.Framework.Scenes
998 } 1051 }
999 1052
1000 public UpdateRequired UpdateFlag { get; set; } 1053 public UpdateRequired UpdateFlag { get; set; }
1054 public bool UpdatePhysRequired { get; set; }
1001 1055
1002 /// <summary> 1056 /// <summary>
1003 /// Used for media on a prim. 1057 /// Used for media on a prim.
@@ -1038,10 +1092,7 @@ namespace OpenSim.Region.Framework.Scenes
1038 { 1092 {
1039 get 1093 get
1040 { 1094 {
1041 if (ParentGroup.IsAttachment) 1095 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1042 return GroupPosition;
1043
1044 return m_offsetPosition + m_groupPosition;
1045 } 1096 }
1046 } 1097 }
1047 1098
@@ -1211,6 +1262,13 @@ namespace OpenSim.Region.Framework.Scenes
1211 _flags = value; 1262 _flags = value;
1212 } 1263 }
1213 } 1264 }
1265
1266 [XmlIgnore]
1267 public bool IsOccupied // KF If an av is sittingon this prim
1268 {
1269 get { return m_occupied; }
1270 set { m_occupied = value; }
1271 }
1214 1272
1215 /// <summary> 1273 /// <summary>
1216 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1274 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1270,6 +1328,316 @@ namespace OpenSim.Region.Framework.Scenes
1270 set { m_collisionSoundVolume = value; } 1328 set { m_collisionSoundVolume = value; }
1271 } 1329 }
1272 1330
1331 public float Buoyancy
1332 {
1333 get
1334 {
1335 if (ParentGroup.RootPart == this)
1336 return m_buoyancy;
1337
1338 return ParentGroup.RootPart.Buoyancy;
1339 }
1340 set
1341 {
1342 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1343 {
1344 ParentGroup.RootPart.Buoyancy = value;
1345 return;
1346 }
1347 m_buoyancy = value;
1348 if (PhysActor != null)
1349 PhysActor.Buoyancy = value;
1350 }
1351 }
1352
1353 public Vector3 Force
1354 {
1355 get
1356 {
1357 if (ParentGroup.RootPart == this)
1358 return m_force;
1359
1360 return ParentGroup.RootPart.Force;
1361 }
1362
1363 set
1364 {
1365 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1366 {
1367 ParentGroup.RootPart.Force = value;
1368 return;
1369 }
1370 m_force = value;
1371 if (PhysActor != null)
1372 PhysActor.Force = value;
1373 }
1374 }
1375
1376 public Vector3 Torque
1377 {
1378 get
1379 {
1380 if (ParentGroup.RootPart == this)
1381 return m_torque;
1382
1383 return ParentGroup.RootPart.Torque;
1384 }
1385
1386 set
1387 {
1388 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1389 {
1390 ParentGroup.RootPart.Torque = value;
1391 return;
1392 }
1393 m_torque = value;
1394 if (PhysActor != null)
1395 PhysActor.Torque = value;
1396 }
1397 }
1398
1399 public byte Material
1400 {
1401 get { return (byte)m_material; }
1402 set
1403 {
1404 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1405 {
1406 bool update = false;
1407
1408 if (m_material != (Material)value)
1409 {
1410 update = true;
1411 m_material = (Material)value;
1412 }
1413
1414 if (m_friction != SOPMaterialData.friction(m_material))
1415 {
1416 update = true;
1417 m_friction = SOPMaterialData.friction(m_material);
1418 }
1419
1420 if (m_bounce != SOPMaterialData.bounce(m_material))
1421 {
1422 update = true;
1423 m_bounce = SOPMaterialData.bounce(m_material);
1424 }
1425
1426 if (update)
1427 {
1428 if (PhysActor != null)
1429 {
1430 PhysActor.SetMaterial((int)value);
1431 }
1432 if(ParentGroup != null)
1433 ParentGroup.HasGroupChanged = true;
1434 ScheduleFullUpdateIfNone();
1435 UpdatePhysRequired = true;
1436 }
1437 }
1438 }
1439 }
1440
1441 // not a propriety to move to methods place later
1442 private bool HasMesh()
1443 {
1444 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1445 return true;
1446 return false;
1447 }
1448
1449 // not a propriety to move to methods place later
1450 public byte DefaultPhysicsShapeType()
1451 {
1452 byte type;
1453
1454 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1455 type = (byte)PhysShapeType.convex;
1456 else
1457 type = (byte)PhysShapeType.prim;
1458
1459 return type;
1460 }
1461
1462 [XmlIgnore]
1463 public bool UsesComplexCost
1464 {
1465 get
1466 {
1467 byte pst = PhysicsShapeType;
1468 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1469 return true;
1470 return false;
1471 }
1472 }
1473
1474 [XmlIgnore]
1475 public float PhysicsCost
1476 {
1477 get
1478 {
1479 if(PhysicsShapeType == (byte)PhysShapeType.none)
1480 return 0;
1481
1482 float cost = 0.1f;
1483 if (PhysActor != null)
1484// cost += PhysActor.Cost;
1485
1486 if ((Flags & PrimFlags.Physics) != 0)
1487 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1488 return cost;
1489 }
1490 }
1491
1492 [XmlIgnore]
1493 public float StreamingCost
1494 {
1495 get
1496 {
1497
1498
1499 return 0.1f;
1500 }
1501 }
1502
1503 [XmlIgnore]
1504 public float SimulationCost
1505 {
1506 get
1507 {
1508 // ignoring scripts. Don't like considering them for this
1509 if((Flags & PrimFlags.Physics) != 0)
1510 return 1.0f;
1511
1512 return 0.5f;
1513 }
1514 }
1515
1516 public byte PhysicsShapeType
1517 {
1518 get { return m_physicsShapeType; }
1519 set
1520 {
1521 byte oldv = m_physicsShapeType;
1522
1523 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1524 {
1525 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1526 m_physicsShapeType = DefaultPhysicsShapeType();
1527 else
1528 m_physicsShapeType = value;
1529 }
1530 else
1531 m_physicsShapeType = DefaultPhysicsShapeType();
1532
1533 if (m_physicsShapeType != oldv && ParentGroup != null)
1534 {
1535 if (m_physicsShapeType == (byte)PhysShapeType.none)
1536 {
1537 if (PhysActor != null)
1538 {
1539 Velocity = new Vector3(0, 0, 0);
1540 Acceleration = new Vector3(0, 0, 0);
1541 if (ParentGroup.RootPart == this)
1542 AngularVelocity = new Vector3(0, 0, 0);
1543 ParentGroup.Scene.RemovePhysicalPrim(1);
1544 RemoveFromPhysics();
1545 }
1546 }
1547 else if (PhysActor == null)
1548 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1549 else
1550 {
1551 PhysActor.PhysicsShapeType = m_physicsShapeType;
1552 if (Shape.SculptEntry)
1553 CheckSculptAndLoad();
1554 }
1555
1556 if (ParentGroup != null)
1557 ParentGroup.HasGroupChanged = true;
1558 }
1559
1560 if (m_physicsShapeType != value)
1561 {
1562 UpdatePhysRequired = true;
1563 }
1564 }
1565 }
1566
1567 public float Density // in kg/m^3
1568 {
1569 get { return m_density; }
1570 set
1571 {
1572 if (value >=1 && value <= 22587.0)
1573 {
1574 m_density = value;
1575 UpdatePhysRequired = true;
1576 }
1577
1578 ScheduleFullUpdateIfNone();
1579
1580 if (ParentGroup != null)
1581 ParentGroup.HasGroupChanged = true;
1582 }
1583 }
1584
1585 public float GravityModifier
1586 {
1587 get { return m_gravitymod; }
1588 set
1589 {
1590 if( value >= -1 && value <=28.0f)
1591 {
1592 m_gravitymod = value;
1593 UpdatePhysRequired = true;
1594 }
1595
1596 ScheduleFullUpdateIfNone();
1597
1598 if (ParentGroup != null)
1599 ParentGroup.HasGroupChanged = true;
1600
1601 }
1602 }
1603
1604 public float Friction
1605 {
1606 get { return m_friction; }
1607 set
1608 {
1609 if (value >= 0 && value <= 255.0f)
1610 {
1611 m_friction = value;
1612 UpdatePhysRequired = true;
1613 }
1614
1615 ScheduleFullUpdateIfNone();
1616
1617 if (ParentGroup != null)
1618 ParentGroup.HasGroupChanged = true;
1619 }
1620 }
1621
1622 public float Bounciness
1623 {
1624 get { return m_bounce; }
1625 set
1626 {
1627 if (value >= 0 && value <= 1.0f)
1628 {
1629 m_bounce = value;
1630 UpdatePhysRequired = true;
1631 }
1632
1633 ScheduleFullUpdateIfNone();
1634
1635 if (ParentGroup != null)
1636 ParentGroup.HasGroupChanged = true;
1637 }
1638 }
1639
1640
1273 #endregion Public Properties with only Get 1641 #endregion Public Properties with only Get
1274 1642
1275 private uint ApplyMask(uint val, bool set, uint mask) 1643 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1445,20 +1813,24 @@ namespace OpenSim.Region.Framework.Scenes
1445 /// </summary> 1813 /// </summary>
1446 /// <param name="impulsei">Vector force</param> 1814 /// <param name="impulsei">Vector force</param>
1447 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1815 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1448 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1816
1817 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1818 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1449 { 1819 {
1450 Vector3 impulse = impulsei; 1820 Vector3 torque = torquei;
1451 1821
1452 if (localGlobalTF) 1822 if (localGlobalTF)
1453 { 1823 {
1824/*
1454 Quaternion grot = GetWorldRotation(); 1825 Quaternion grot = GetWorldRotation();
1455 Quaternion AXgrot = grot; 1826 Quaternion AXgrot = grot;
1456 Vector3 AXimpulsei = impulsei; 1827 Vector3 AXimpulsei = impulsei;
1457 Vector3 newimpulse = AXimpulsei * AXgrot; 1828 Vector3 newimpulse = AXimpulsei * AXgrot;
1458 impulse = newimpulse; 1829 */
1830 torque *= GetWorldRotation();
1459 } 1831 }
1460 1832
1461 ParentGroup.setAngularImpulse(impulse); 1833 Torque = torque;
1462 } 1834 }
1463 1835
1464 /// <summary> 1836 /// <summary>
@@ -1466,18 +1838,19 @@ namespace OpenSim.Region.Framework.Scenes
1466 /// </summary> 1838 /// </summary>
1467 /// <param name="rootObjectFlags"></param> 1839 /// <param name="rootObjectFlags"></param>
1468 /// <param name="VolumeDetectActive"></param> 1840 /// <param name="VolumeDetectActive"></param>
1469 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1841
1842 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1470 { 1843 {
1471 if (!ParentGroup.Scene.CollidablePrims) 1844 if (!ParentGroup.Scene.CollidablePrims)
1472 return; 1845 return;
1473 1846
1474// m_log.DebugFormat( 1847 if (PhysicsShapeType == (byte)PhysShapeType.none)
1475// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1848 return;
1476// Name, LocalId, UUID, m_physicalPrim);
1477 1849
1478 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1850 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1479 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1851 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
1480 1852
1853
1481 if (IsJoint()) 1854 if (IsJoint())
1482 { 1855 {
1483 DoPhysicsPropertyUpdate(isPhysical, true); 1856 DoPhysicsPropertyUpdate(isPhysical, true);
@@ -1485,16 +1858,19 @@ namespace OpenSim.Region.Framework.Scenes
1485 else 1858 else
1486 { 1859 {
1487 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1860 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
1488 if (VolumeDetectActive) 1861// if (VolumeDetectActive)
1489 isPhantom = false; 1862// isPhantom = false;
1490 1863
1491 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1864 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1492 bool RigidBody = isPhysical && !isPhantom; 1865// bool RigidBody = isPhysical && !isPhantom;
1493 1866
1494 // 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 1867 // 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
1495 // or flexible 1868 // or flexible
1496 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1869 // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1870 if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1497 { 1871 {
1872 Vector3 velocity = Velocity;
1873 Vector3 rotationalVelocity = AngularVelocity;
1498 try 1874 try
1499 { 1875 {
1500 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1876 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1502,8 +1878,10 @@ namespace OpenSim.Region.Framework.Scenes
1502 Shape, 1878 Shape,
1503 AbsolutePosition, 1879 AbsolutePosition,
1504 Scale, 1880 Scale,
1505 RotationOffset, 1881 GetWorldRotation(),
1506 RigidBody, 1882 isPhysical,
1883 isPhantom,
1884 PhysicsShapeType,
1507 m_localId); 1885 m_localId);
1508 } 1886 }
1509 catch 1887 catch
@@ -1519,8 +1897,30 @@ namespace OpenSim.Region.Framework.Scenes
1519 { 1897 {
1520 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1898 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1521 pa.SetMaterial(Material); 1899 pa.SetMaterial(Material);
1522 DoPhysicsPropertyUpdate(RigidBody, true); 1900
1523 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1901 // if root part apply vehicle
1902 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1903 m_vehicle.SetVehicle(pa);
1904
1905 DoPhysicsPropertyUpdate(isPhysical, true);
1906 if(VolumeDetectActive) // change if not the default only
1907 pa.SetVolumeDetect(1);
1908
1909 if (!building)
1910 pa.Building = false;
1911
1912 Velocity = velocity;
1913 AngularVelocity = rotationalVelocity;
1914 pa.Velocity = velocity;
1915 pa.RotationalVelocity = rotationalVelocity;
1916
1917 // if not vehicle and root part apply force and torque
1918 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1919 && LocalId == ParentGroup.RootPart.LocalId)
1920 {
1921 pa.Force = Force;
1922 pa.Torque = Torque;
1923 }
1524 } 1924 }
1525 } 1925 }
1526 } 1926 }
@@ -1574,6 +1974,11 @@ namespace OpenSim.Region.Framework.Scenes
1574 dupe.Category = Category; 1974 dupe.Category = Category;
1575 dupe.m_rezzed = m_rezzed; 1975 dupe.m_rezzed = m_rezzed;
1576 1976
1977 dupe.m_UndoRedo = null;
1978
1979 dupe.IgnoreUndoUpdate = false;
1980 dupe.Undoing = false;
1981
1577 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1982 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1578 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1983 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1579 1984
@@ -1589,6 +1994,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 1994
1590 // Move afterwards ResetIDs as it clears the localID 1995 // Move afterwards ResetIDs as it clears the localID
1591 dupe.LocalId = localID; 1996 dupe.LocalId = localID;
1997
1592 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1998 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1593 dupe.LastOwnerID = OwnerID; 1999 dupe.LastOwnerID = OwnerID;
1594 2000
@@ -1608,6 +2014,9 @@ namespace OpenSim.Region.Framework.Scenes
1608 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2014 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1609 } 2015 }
1610 2016
2017 if (dupe.PhysActor != null)
2018 dupe.PhysActor.LocalID = localID;
2019
1611 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2020 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1612 2021
1613// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2022// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1749,45 +2158,47 @@ namespace OpenSim.Region.Framework.Scenes
1749 { 2158 {
1750 if (pa.IsPhysical) // implies UsePhysics==false for this block 2159 if (pa.IsPhysical) // implies UsePhysics==false for this block
1751 { 2160 {
1752 if (!isNew) 2161 if (!isNew) // implies UsePhysics==false for this block
2162 {
1753 ParentGroup.Scene.RemovePhysicalPrim(1); 2163 ParentGroup.Scene.RemovePhysicalPrim(1);
1754 2164
1755 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2165 Velocity = new Vector3(0, 0, 0);
1756 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2166 Acceleration = new Vector3(0, 0, 0);
1757 pa.delink(); 2167 if (ParentGroup.RootPart == this)
2168 AngularVelocity = new Vector3(0, 0, 0);
1758 2169
1759 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2170 if (PhysActor.Phantom)
1760 { 2171 {
1761 // destroy all joints connected to this now deactivated body 2172 RemoveFromPhysics();
1762 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2173 return;
1763 } 2174 }
1764 2175
1765 // stop client-side interpolation of all joint proxy objects that have just been deleted 2176 PhysActor.IsPhysical = UsePhysics;
1766 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2177 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1767 // which stops client-side interpolation of deactivated joint proxy objects. 2178 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
2179 PhysActor.delink();
2180 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2181 {
2182 // destroy all joints connected to this now deactivated body
2183 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
2184 }
2185 }
1768 } 2186 }
1769 2187
1770 if (!UsePhysics && !isNew) 2188 if (PhysActor.IsPhysical != UsePhysics)
1771 { 2189 PhysActor.IsPhysical = UsePhysics;
1772 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1773 // prim still has velocity and continues to interpolate its position along the old
1774 // velocity-vector.
1775 Velocity = new Vector3(0, 0, 0);
1776 Acceleration = new Vector3(0, 0, 0);
1777 AngularVelocity = new Vector3(0, 0, 0);
1778 //RotationalVelocity = new Vector3(0, 0, 0);
1779 }
1780 2190
1781 pa.IsPhysical = UsePhysics; 2191 if (UsePhysics)
2192 {
2193 if (ParentGroup.RootPart.KeyframeMotion != null)
2194 ParentGroup.RootPart.KeyframeMotion.Stop();
2195 ParentGroup.RootPart.KeyframeMotion = null;
2196 ParentGroup.Scene.AddPhysicalPrim(1);
1782 2197
1783 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2198 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1784 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2199 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1785 /// that's not wholesome. Had to make Scene public
1786 //PhysActor = null;
1787 2200
1788 if ((Flags & PrimFlags.Phantom) == 0) 2201 if (ParentID != 0 && ParentID != LocalId)
1789 {
1790 if (UsePhysics)
1791 { 2202 {
1792 ParentGroup.Scene.AddPhysicalPrim(1); 2203 ParentGroup.Scene.AddPhysicalPrim(1);
1793 2204
@@ -1803,9 +2214,14 @@ namespace OpenSim.Region.Framework.Scenes
1803 } 2214 }
1804 } 2215 }
1805 } 2216 }
1806 } 2217 }
1807 } 2218 }
1808 2219
2220 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2221 if (PhysActor.Phantom != phan)
2222 PhysActor.Phantom = phan;
2223
2224
1809 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2225 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1810 // mesh data. 2226 // mesh data.
1811 if (Shape.SculptEntry) 2227 if (Shape.SculptEntry)
@@ -1942,12 +2358,7 @@ namespace OpenSim.Region.Framework.Scenes
1942 2358
1943 public Vector3 GetForce() 2359 public Vector3 GetForce()
1944 { 2360 {
1945 PhysicsActor pa = PhysActor; 2361 return Force;
1946
1947 if (pa != null)
1948 return pa.Force;
1949 else
1950 return Vector3.Zero;
1951 } 2362 }
1952 2363
1953 /// <summary> 2364 /// <summary>
@@ -2583,9 +2994,9 @@ namespace OpenSim.Region.Framework.Scenes
2583 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2994 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2584 2995
2585 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2996 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2586 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2997 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2587 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2998 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2588 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2999 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2589 { 3000 {
2590 ParentGroup.AbsolutePosition = newpos; 3001 ParentGroup.AbsolutePosition = newpos;
2591 return; 3002 return;
@@ -2607,17 +3018,18 @@ namespace OpenSim.Region.Framework.Scenes
2607 //Trys to fetch sound id from prim's inventory. 3018 //Trys to fetch sound id from prim's inventory.
2608 //Prim's inventory doesn't support non script items yet 3019 //Prim's inventory doesn't support non script items yet
2609 3020
2610 lock (TaskInventory) 3021 TaskInventory.LockItemsForRead(true);
3022
3023 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2611 { 3024 {
2612 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3025 if (item.Value.Name == sound)
2613 { 3026 {
2614 if (item.Value.Name == sound) 3027 soundID = item.Value.ItemID;
2615 { 3028 break;
2616 soundID = item.Value.ItemID;
2617 break;
2618 }
2619 } 3029 }
2620 } 3030 }
3031
3032 TaskInventory.LockItemsForRead(false);
2621 } 3033 }
2622 3034
2623 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 3035 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2740,6 +3152,19 @@ namespace OpenSim.Region.Framework.Scenes
2740 APIDTarget = Quaternion.Identity; 3152 APIDTarget = Quaternion.Identity;
2741 } 3153 }
2742 3154
3155
3156
3157 public void ScheduleFullUpdateIfNone()
3158 {
3159 if (ParentGroup == null)
3160 return;
3161
3162// ??? ParentGroup.HasGroupChanged = true;
3163
3164 if (UpdateFlag != UpdateRequired.FULL)
3165 ScheduleFullUpdate();
3166 }
3167
2743 /// <summary> 3168 /// <summary>
2744 /// Schedules this prim for a full update 3169 /// Schedules this prim for a full update
2745 /// </summary> 3170 /// </summary>
@@ -2941,8 +3366,8 @@ namespace OpenSim.Region.Framework.Scenes
2941 { 3366 {
2942 const float ROTATION_TOLERANCE = 0.01f; 3367 const float ROTATION_TOLERANCE = 0.01f;
2943 const float VELOCITY_TOLERANCE = 0.001f; 3368 const float VELOCITY_TOLERANCE = 0.001f;
2944 const float POSITION_TOLERANCE = 0.05f; 3369 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2945 const int TIME_MS_TOLERANCE = 3000; 3370 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2946 3371
2947 switch (UpdateFlag) 3372 switch (UpdateFlag)
2948 { 3373 {
@@ -3004,17 +3429,16 @@ namespace OpenSim.Region.Framework.Scenes
3004 if (!UUID.TryParse(sound, out soundID)) 3429 if (!UUID.TryParse(sound, out soundID))
3005 { 3430 {
3006 // search sound file from inventory 3431 // search sound file from inventory
3007 lock (TaskInventory) 3432 TaskInventory.LockItemsForRead(true);
3433 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3008 { 3434 {
3009 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3435 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3010 { 3436 {
3011 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3437 soundID = item.Value.ItemID;
3012 { 3438 break;
3013 soundID = item.Value.ItemID;
3014 break;
3015 }
3016 } 3439 }
3017 } 3440 }
3441 TaskInventory.LockItemsForRead(false);
3018 } 3442 }
3019 3443
3020 if (soundID == UUID.Zero) 3444 if (soundID == UUID.Zero)
@@ -3099,10 +3523,13 @@ namespace OpenSim.Region.Framework.Scenes
3099 3523
3100 public void SetBuoyancy(float fvalue) 3524 public void SetBuoyancy(float fvalue)
3101 { 3525 {
3102 PhysicsActor pa = PhysActor; 3526 Buoyancy = fvalue;
3103 3527/*
3104 if (pa != null) 3528 if (PhysActor != null)
3105 pa.Buoyancy = fvalue; 3529 {
3530 PhysActor.Buoyancy = fvalue;
3531 }
3532 */
3106 } 3533 }
3107 3534
3108 public void SetDieAtEdge(bool p) 3535 public void SetDieAtEdge(bool p)
@@ -3123,42 +3550,112 @@ namespace OpenSim.Region.Framework.Scenes
3123 3550
3124 public void SetForce(Vector3 force) 3551 public void SetForce(Vector3 force)
3125 { 3552 {
3126 PhysicsActor pa = PhysActor; 3553 Force = force;
3554/*
3555 if (PhysActor != null)
3556 {
3557 PhysActor.Force = force;
3558 }
3559 */
3560 }
3127 3561
3128 if (pa != null) 3562 public SOPVehicle sopVehicle
3129 pa.Force = force; 3563 {
3564 get
3565 {
3566 return m_vehicle;
3567 }
3568 set
3569 {
3570 m_vehicle = value;
3571 }
3572 }
3573
3574
3575 public int VehicleType
3576 {
3577 get
3578 {
3579 if (m_vehicle == null)
3580 return (int)Vehicle.TYPE_NONE;
3581 else
3582 return (int)m_vehicle.Type;
3583 }
3584 set
3585 {
3586 SetVehicleType(value);
3587 }
3130 } 3588 }
3131 3589
3132 public void SetVehicleType(int type) 3590 public void SetVehicleType(int type)
3133 { 3591 {
3134 PhysicsActor pa = PhysActor; 3592 m_vehicle = null;
3593
3594 if (type == (int)Vehicle.TYPE_NONE)
3595 {
3596 if (_parentID ==0 && PhysActor != null)
3597 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3598 return;
3599 }
3600 m_vehicle = new SOPVehicle();
3601 m_vehicle.ProcessTypeChange((Vehicle)type);
3602 {
3603 if (_parentID ==0 && PhysActor != null)
3604 PhysActor.VehicleType = type;
3605 return;
3606 }
3607 }
3135 3608
3136 if (pa != null) 3609 public void SetVehicleFlags(int param, bool remove)
3137 pa.VehicleType = type; 3610 {
3611 if (m_vehicle == null)
3612 return;
3613
3614 m_vehicle.ProcessVehicleFlags(param, remove);
3615
3616 if (_parentID ==0 && PhysActor != null)
3617 {
3618 PhysActor.VehicleFlags(param, remove);
3619 }
3138 } 3620 }
3139 3621
3140 public void SetVehicleFloatParam(int param, float value) 3622 public void SetVehicleFloatParam(int param, float value)
3141 { 3623 {
3142 PhysicsActor pa = PhysActor; 3624 if (m_vehicle == null)
3625 return;
3143 3626
3144 if (pa != null) 3627 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3145 pa.VehicleFloatParam(param, value); 3628
3629 if (_parentID == 0 && PhysActor != null)
3630 {
3631 PhysActor.VehicleFloatParam(param, value);
3632 }
3146 } 3633 }
3147 3634
3148 public void SetVehicleVectorParam(int param, Vector3 value) 3635 public void SetVehicleVectorParam(int param, Vector3 value)
3149 { 3636 {
3150 PhysicsActor pa = PhysActor; 3637 if (m_vehicle == null)
3638 return;
3151 3639
3152 if (pa != null) 3640 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3153 pa.VehicleVectorParam(param, value); 3641
3642 if (_parentID == 0 && PhysActor != null)
3643 {
3644 PhysActor.VehicleVectorParam(param, value);
3645 }
3154 } 3646 }
3155 3647
3156 public void SetVehicleRotationParam(int param, Quaternion rotation) 3648 public void SetVehicleRotationParam(int param, Quaternion rotation)
3157 { 3649 {
3158 PhysicsActor pa = PhysActor; 3650 if (m_vehicle == null)
3651 return;
3159 3652
3160 if (pa != null) 3653 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3161 pa.VehicleRotationParam(param, rotation); 3654
3655 if (_parentID == 0 && PhysActor != null)
3656 {
3657 PhysActor.VehicleRotationParam(param, rotation);
3658 }
3162 } 3659 }
3163 3660
3164 /// <summary> 3661 /// <summary>
@@ -3342,13 +3839,6 @@ namespace OpenSim.Region.Framework.Scenes
3342 hasProfileCut = hasDimple; // is it the same thing? 3839 hasProfileCut = hasDimple; // is it the same thing?
3343 } 3840 }
3344 3841
3345 public void SetVehicleFlags(int param, bool remove)
3346 {
3347 if (PhysActor != null)
3348 {
3349 PhysActor.VehicleFlags(param, remove);
3350 }
3351 }
3352 3842
3353 public void SetGroup(UUID groupID, IClientAPI client) 3843 public void SetGroup(UUID groupID, IClientAPI client)
3354 { 3844 {
@@ -3451,68 +3941,18 @@ namespace OpenSim.Region.Framework.Scenes
3451 //ParentGroup.ScheduleGroupForFullUpdate(); 3941 //ParentGroup.ScheduleGroupForFullUpdate();
3452 } 3942 }
3453 3943
3454 public void StoreUndoState() 3944 public void StoreUndoState(ObjectChangeType change)
3455 { 3945 {
3456 StoreUndoState(false); 3946 if (m_UndoRedo == null)
3457 } 3947 m_UndoRedo = new UndoRedoState(5);
3458 3948
3459 public void StoreUndoState(bool forGroup) 3949 lock (m_UndoRedo)
3460 {
3461 if (!Undoing)
3462 { 3950 {
3463 if (!IgnoreUndoUpdate) 3951 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3464 { 3952 {
3465 if (ParentGroup != null) 3953 m_UndoRedo.StoreUndo(this, change);
3466 {
3467 lock (m_undo)
3468 {
3469 if (m_undo.Count > 0)
3470 {
3471 UndoState last = m_undo.Peek();
3472 if (last != null)
3473 {
3474 // TODO: May need to fix for group comparison
3475 if (last.Compare(this))
3476 {
3477 // m_log.DebugFormat(
3478 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3479 // Name, LocalId, m_undo.Count);
3480
3481 return;
3482 }
3483 }
3484 }
3485
3486 // m_log.DebugFormat(
3487 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3488 // Name, LocalId, forGroup, m_undo.Count);
3489
3490 if (ParentGroup.GetSceneMaxUndo() > 0)
3491 {
3492 UndoState nUndo = new UndoState(this, forGroup);
3493
3494 m_undo.Push(nUndo);
3495
3496 if (m_redo.Count > 0)
3497 m_redo.Clear();
3498
3499 // m_log.DebugFormat(
3500 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3501 // Name, LocalId, forGroup, m_undo.Count);
3502 }
3503 }
3504 }
3505 } 3954 }
3506// else
3507// {
3508// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3509// }
3510 } 3955 }
3511// else
3512// {
3513// m_log.DebugFormat(
3514// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3515// }
3516 } 3956 }
3517 3957
3518 /// <summary> 3958 /// <summary>
@@ -3522,84 +3962,46 @@ namespace OpenSim.Region.Framework.Scenes
3522 { 3962 {
3523 get 3963 get
3524 { 3964 {
3525 lock (m_undo) 3965 if (m_UndoRedo == null)
3526 return m_undo.Count; 3966 return 0;
3967 return m_UndoRedo.Count;
3527 } 3968 }
3528 } 3969 }
3529 3970
3530 public void Undo() 3971 public void Undo()
3531 { 3972 {
3532 lock (m_undo) 3973 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3533 { 3974 return;
3534// m_log.DebugFormat(
3535// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3536// Name, LocalId, m_undo.Count);
3537
3538 if (m_undo.Count > 0)
3539 {
3540 UndoState goback = m_undo.Pop();
3541
3542 if (goback != null)
3543 {
3544 UndoState nUndo = null;
3545
3546 if (ParentGroup.GetSceneMaxUndo() > 0)
3547 {
3548 nUndo = new UndoState(this, goback.ForGroup);
3549 }
3550
3551 goback.PlaybackState(this);
3552
3553 if (nUndo != null)
3554 m_redo.Push(nUndo);
3555 }
3556 }
3557 3975
3558// m_log.DebugFormat( 3976 lock (m_UndoRedo)
3559// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3977 {
3560// Name, LocalId, m_undo.Count); 3978 Undoing = true;
3979 m_UndoRedo.Undo(this);
3980 Undoing = false;
3561 } 3981 }
3562 } 3982 }
3563 3983
3564 public void Redo() 3984 public void Redo()
3565 { 3985 {
3566 lock (m_undo) 3986 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3567 { 3987 return;
3568// m_log.DebugFormat(
3569// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3570// Name, LocalId, m_redo.Count);
3571
3572 if (m_redo.Count > 0)
3573 {
3574 UndoState gofwd = m_redo.Pop();
3575
3576 if (gofwd != null)
3577 {
3578 if (ParentGroup.GetSceneMaxUndo() > 0)
3579 {
3580 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3581
3582 m_undo.Push(nUndo);
3583 }
3584
3585 gofwd.PlayfwdState(this);
3586 }
3587 3988
3588// m_log.DebugFormat( 3989 lock (m_UndoRedo)
3589// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3990 {
3590// Name, LocalId, m_redo.Count); 3991 Undoing = true;
3591 } 3992 m_UndoRedo.Redo(this);
3993 Undoing = false;
3592 } 3994 }
3593 } 3995 }
3594 3996
3595 public void ClearUndoState() 3997 public void ClearUndoState()
3596 { 3998 {
3597// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3999 if (m_UndoRedo == null || Undoing)
4000 return;
3598 4001
3599 lock (m_undo) 4002 lock (m_UndoRedo)
3600 { 4003 {
3601 m_undo.Clear(); 4004 m_UndoRedo.Clear();
3602 m_redo.Clear();
3603 } 4005 }
3604 } 4006 }
3605 4007
@@ -4229,6 +4631,27 @@ namespace OpenSim.Region.Framework.Scenes
4229 } 4631 }
4230 } 4632 }
4231 4633
4634
4635 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4636 {
4637 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4638 return;
4639
4640 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4641 {
4642 PhysicsShapeType = (byte)physdata.PhysShapeType;
4643
4644 }
4645
4646 if(Density != physdata.Density)
4647 Density = physdata.Density;
4648 if(GravityModifier != physdata.GravitationModifier)
4649 GravityModifier = physdata.GravitationModifier;
4650 if(Friction != physdata.Friction)
4651 Friction = physdata.Friction;
4652 if(Bounciness != physdata.Bounce)
4653 Bounciness = physdata.Bounce;
4654 }
4232 /// <summary> 4655 /// <summary>
4233 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4656 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4234 /// </summary> 4657 /// </summary>
@@ -4236,7 +4659,8 @@ namespace OpenSim.Region.Framework.Scenes
4236 /// <param name="SetTemporary"></param> 4659 /// <param name="SetTemporary"></param>
4237 /// <param name="SetPhantom"></param> 4660 /// <param name="SetPhantom"></param>
4238 /// <param name="SetVD"></param> 4661 /// <param name="SetVD"></param>
4239 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4662// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4663 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4240 { 4664 {
4241 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4665 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4242 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4666 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4246,44 +4670,58 @@ namespace OpenSim.Region.Framework.Scenes
4246 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4670 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4247 return; 4671 return;
4248 4672
4249 PhysicsActor pa = PhysActor; 4673 // do this first
4674 if (building && PhysActor != null && PhysActor.Building != building)
4675 PhysActor.Building = building;
4250 4676
4251 // Special cases for VD. VD can only be called from a script 4677 // Special cases for VD. VD can only be called from a script
4252 // and can't be combined with changes to other states. So we can rely 4678 // and can't be combined with changes to other states. So we can rely
4253 // that... 4679 // that...
4254 // ... if VD is changed, all others are not. 4680 // ... if VD is changed, all others are not.
4255 // ... if one of the others is changed, VD is not. 4681 // ... if one of the others is changed, VD is not.
4682
4683/*
4256 if (SetVD) // VD is active, special logic applies 4684 if (SetVD) // VD is active, special logic applies
4257 {
4258 // State machine logic for VolumeDetect
4259 // More logic below
4260 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4261 4685
4262 if (phanReset) // Phantom changes from on to off switch VD off too 4686 volume detection is now independent of phantom in sl
4263 {
4264 SetVD = false; // Switch it of for the course of this routine
4265 VolumeDetectActive = false; // and also permanently
4266 4687
4267 if (pa != null) 4688 {
4268 pa.SetVolumeDetect(0); // Let physics know about it too 4689 // State machine logic for VolumeDetect
4269 } 4690 // More logic below
4270 else 4691
4271 { 4692
4272 // If volumedetect is active we don't want phantom to be applied. 4693 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4273 // If this is a new call to VD out of the state "phantom" 4694
4274 // this will also cause the prim to be visible to physics 4695 if (phanReset) // Phantom changes from on to off switch VD off too
4696 {
4697 SetVD = false; // Switch it of for the course of this routine
4698 VolumeDetectActive = false; // and also permanently
4699 if (PhysActor != null)
4700 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4701 }
4702 else
4703 {
4704 // If volumedetect is active we don't want phantom to be applied.
4705 // If this is a new call to VD out of the state "phantom"
4706 // this will also cause the prim to be visible to physics
4275 SetPhantom = false; 4707 SetPhantom = false;
4276 } 4708 }
4709 }
4710 else if (wasVD)
4711 {
4712 // Correspondingly, if VD is turned off, also turn off phantom
4713 SetPhantom = false;
4277 } 4714 }
4278 4715
4279 if (UsePhysics && IsJoint()) 4716 if (UsePhysics && IsJoint())
4280 { 4717 {
4281 SetPhantom = true; 4718 SetPhantom = true;
4282 } 4719 }
4283 4720*/
4284 if (UsePhysics) 4721 if (UsePhysics)
4285 { 4722 {
4286 AddFlag(PrimFlags.Physics); 4723 AddFlag(PrimFlags.Physics);
4724/*
4287 if (!wasUsingPhysics) 4725 if (!wasUsingPhysics)
4288 { 4726 {
4289 DoPhysicsPropertyUpdate(UsePhysics, false); 4727 DoPhysicsPropertyUpdate(UsePhysics, false);
@@ -4296,78 +4734,100 @@ namespace OpenSim.Region.Framework.Scenes
4296 } 4734 }
4297 } 4735 }
4298 } 4736 }
4737 */
4299 } 4738 }
4300 else 4739 else
4301 { 4740 {
4302 RemFlag(PrimFlags.Physics); 4741 RemFlag(PrimFlags.Physics);
4742/*
4303 if (wasUsingPhysics) 4743 if (wasUsingPhysics)
4304 { 4744 {
4305 DoPhysicsPropertyUpdate(UsePhysics, false); 4745 DoPhysicsPropertyUpdate(UsePhysics, false);
4306 } 4746 }
4307 } 4747*/
4748 }
4308 4749
4309 if (SetPhantom 4750 if (SetPhantom)
4310 || ParentGroup.IsAttachment 4751 AddFlag(PrimFlags.Phantom);
4752 else
4753 RemFlag(PrimFlags.Phantom);
4754
4755 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4311 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4756 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4312 { 4757 {
4313 AddFlag(PrimFlags.Phantom); 4758// AddFlag(PrimFlags.Phantom);
4759
4760 Velocity = new Vector3(0, 0, 0);
4761 Acceleration = new Vector3(0, 0, 0);
4762 if (ParentGroup.RootPart == this)
4763 AngularVelocity = new Vector3(0, 0, 0);
4314 4764
4315 if (PhysActor != null) 4765 if (PhysActor != null)
4766 {
4767 ParentGroup.Scene.RemovePhysicalPrim(1);
4316 RemoveFromPhysics(); 4768 RemoveFromPhysics();
4769 }
4317 } 4770 }
4318 else // Not phantom 4771 else
4319 { 4772 {
4320 RemFlag(PrimFlags.Phantom);
4321
4322 if (ParentGroup.Scene == null) 4773 if (ParentGroup.Scene == null)
4323 return; 4774 return;
4324 4775
4325 if (ParentGroup.Scene.CollidablePrims && PhysActor == null) 4776 if (ParentGroup.Scene.CollidablePrims)
4326 { 4777 {
4327 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4778 if (PhysActor == null)
4328 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4329 string.Format("{0}/{1}", Name, UUID),
4330 Shape,
4331 AbsolutePosition,
4332 Scale,
4333 RotationOffset,
4334 UsePhysics,
4335 m_localId);
4336
4337 PhysActor.SetMaterial(Material);
4338 DoPhysicsPropertyUpdate(UsePhysics, true);
4339
4340 if (!ParentGroup.IsDeleted)
4341 { 4779 {
4342 if (LocalId == ParentGroup.RootPart.LocalId) 4780 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4781 string.Format("{0}/{1}", Name, UUID),
4782 Shape,
4783 AbsolutePosition,
4784 Scale,
4785 GetWorldRotation(), //physics wants world rotation like all other functions send
4786 UsePhysics,
4787 SetPhantom,
4788 PhysicsShapeType,
4789 m_localId);
4790
4791 PhysActor.SetMaterial(Material);
4792
4793 // if root part apply vehicle
4794 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4795 m_vehicle.SetVehicle(PhysActor);
4796
4797 DoPhysicsPropertyUpdate(UsePhysics, true);
4798
4799 if (!ParentGroup.IsDeleted)
4343 { 4800 {
4344 ParentGroup.CheckSculptAndLoad(); 4801 if (LocalId == ParentGroup.RootPart.LocalId)
4802 {
4803 ParentGroup.CheckSculptAndLoad();
4804 }
4345 } 4805 }
4346 }
4347 4806
4348 if ( 4807 if (
4349 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4808 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4350 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4809 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4351 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || 4810 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4352 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4811 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4353 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4812 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4354 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4813 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4355 (CollisionSound != UUID.Zero) 4814 (CollisionSound != UUID.Zero)
4356 ) 4815 )
4357 { 4816 {
4358 PhysActor.OnCollisionUpdate += PhysicsCollision; 4817 PhysActor.OnCollisionUpdate += PhysicsCollision;
4359 PhysActor.SubscribeEvents(1000); 4818 PhysActor.SubscribeEvents(1000);
4819 }
4360 } 4820 }
4361 } 4821 else // it already has a physical representation
4362 else // it already has a physical representation
4363 {
4364 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4365
4366 if (!ParentGroup.IsDeleted)
4367 { 4822 {
4368 if (LocalId == ParentGroup.RootPart.LocalId) 4823 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4824
4825 if (!ParentGroup.IsDeleted)
4369 { 4826 {
4370 ParentGroup.CheckSculptAndLoad(); 4827 if (LocalId == ParentGroup.RootPart.LocalId)
4828 {
4829 ParentGroup.CheckSculptAndLoad();
4830 }
4371 } 4831 }
4372 } 4832 }
4373 } 4833 }
@@ -4382,8 +4842,8 @@ namespace OpenSim.Region.Framework.Scenes
4382 // logic should make sure, this Physactor is always here. 4842 // logic should make sure, this Physactor is always here.
4383 if (pa != null) 4843 if (pa != null)
4384 { 4844 {
4385 pa.SetVolumeDetect(1); 4845 PhysActor.SetVolumeDetect(1);
4386 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4846// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4387 this.VolumeDetectActive = true; 4847 this.VolumeDetectActive = true;
4388 } 4848 }
4389 } 4849 }
@@ -4391,7 +4851,8 @@ namespace OpenSim.Region.Framework.Scenes
4391 { 4851 {
4392 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4852 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4393 // (mumbles, well, at least if you have infinte CPU powers :-)) 4853 // (mumbles, well, at least if you have infinte CPU powers :-))
4394 if (pa != null) 4854 if (this.PhysActor != null)
4855 {
4395 PhysActor.SetVolumeDetect(0); 4856 PhysActor.SetVolumeDetect(0);
4396 4857
4397 this.VolumeDetectActive = false; 4858 this.VolumeDetectActive = false;
@@ -4408,12 +4869,15 @@ namespace OpenSim.Region.Framework.Scenes
4408 4869
4409 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4870 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4410 4871
4872 // and last in case we have a new actor and not building
4873 if (PhysActor != null && PhysActor.Building != building)
4874 PhysActor.Building = building;
4411 if (ParentGroup != null) 4875 if (ParentGroup != null)
4412 { 4876 {
4413 ParentGroup.HasGroupChanged = true; 4877 ParentGroup.HasGroupChanged = true;
4414 ScheduleFullUpdate(); 4878 ScheduleFullUpdate();
4415 } 4879 }
4416 4880
4417// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4881// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4418 } 4882 }
4419 4883
@@ -4775,5 +5239,17 @@ namespace OpenSim.Region.Framework.Scenes
4775 Color color = Color; 5239 Color color = Color;
4776 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5240 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4777 } 5241 }
5242
5243 public void ResetOwnerChangeFlag()
5244 {
5245 List<UUID> inv = Inventory.GetInventoryList();
5246
5247 foreach (UUID itemID in inv)
5248 {
5249 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5250 item.OwnerChanged = false;
5251 Inventory.UpdateInventoryItem(item, false, false);
5252 }
5253 }
4778 } 5254 }
4779} 5255}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f7e123b..a2649ee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 499 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 818 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 986 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 19dab32..ed3a7f1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,26 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 Animator.UpdateMovementAnimations();
759 }
760 else
761 {
762 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
763 }
764 }
765 }
766
732 public void RegisterToEvents() 767 public void RegisterToEvents()
733 { 768 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 769 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +833,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 833 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 834 Name, m_scene.RegionInfo.RegionName);
800 835
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 836 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 837
838 if (ParentUUID != UUID.Zero)
839 {
840 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
841 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
842 if (part == null)
843 {
844 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
845 }
846 else
847 {
848 part.ParentGroup.AddAvatar(UUID);
849 if (part.SitTargetPosition != Vector3.Zero)
850 part.SitTargetAvatar = UUID;
851 ParentPosition = part.GetWorldPosition();
852 ParentID = part.LocalId;
853 ParentPart = part;
854 m_pos = m_prevSitOffset;
855 pos = ParentPosition;
856 }
857 ParentUUID = UUID.Zero;
858
859 IsChildAgent = false;
860
861 Animator.TrySetMovementAnimation("SIT");
862 }
863 else
864 {
865 IsChildAgent = false;
866 }
867
805 868
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 869 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 870 if (gm != null)
@@ -811,62 +874,64 @@ namespace OpenSim.Region.Framework.Scenes
811 874
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 876
814 // Moved this from SendInitialData to ensure that Appearance is initialized 877 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 878 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 879 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 880 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 881 // related to the handling of attachments
882 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
883 if (m_scene.TestBorderCross(pos, Cardinals.E))
884 {
885 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
886 pos.X = crossedBorder.BorderLine.Z - 1;
887 }
823 888
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 889 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 890 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 891 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 892 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 893 }
829 894
830 CheckAndAdjustLandingPoint(ref pos); 895 CheckAndAdjustLandingPoint(ref pos);
831 896
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 898 {
834 m_log.WarnFormat( 899 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 900 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 901 pos, Name, UUID);
837 902
838 if (pos.X < 0f) pos.X = 0f; 903 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 904 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 905 if (pos.Z < 0f) pos.Z = 0f;
841 } 906 }
842 907
843 float localAVHeight = 1.56f; 908 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 909 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 910 localAVHeight = Appearance.AvatarHeight;
846 911
847 float posZLimit = 0; 912 float posZLimit = 0;
848 913
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 914 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 915 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 916
852 float newPosZ = posZLimit + localAVHeight / 2; 917 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 918 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 919 {
855 pos.Z = newPosZ; 920 pos.Z = newPosZ;
856 } 921 }
857 AbsolutePosition = pos; 922 AbsolutePosition = pos;
858 923
859 AddToPhysicalScene(isFlying); 924 AddToPhysicalScene(isFlying);
860 925
861 if (ForceFly) 926 if (ForceFly)
862 { 927 {
863 Flying = true; 928 Flying = true;
864 } 929 }
865 else if (FlyDisabled) 930 else if (FlyDisabled)
866 { 931 {
867 Flying = false; 932 Flying = false;
933 }
868 } 934 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 935 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 936 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 937 // elsewhere anyway
@@ -884,14 +949,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 949 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 950 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 951 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 952 Util.FireAndForget(delegate(object x) {
888 { 953 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 954 {
890 sog.ResumeScripts(); 955 sog.ScheduleGroupForFullUpdate();
891 } 956 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
957 sog.ResumeScripts();
958 }
959 });
892 } 960 }
893 } 961 }
894 962
963 SendAvatarDataToAllAgents();
964
895 // send the animations of the other presences to me 965 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 966 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 967 {
@@ -905,6 +975,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 975 MovementFlag = 0;
906 976
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 977 m_scene.EventManager.TriggerOnMakeRootAgent(this);
978
979 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 980 }
909 981
910 public int GetStateSource() 982 public int GetStateSource()
@@ -932,6 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1004 /// </remarks>
933 public void MakeChildAgent() 1005 public void MakeChildAgent()
934 { 1006 {
1007 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1008
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1009 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1010
937 // Reset these so that teleporting in and walking out isn't seen 1011 // Reset these so that teleporting in and walking out isn't seen
@@ -1689,9 +1763,9 @@ namespace OpenSim.Region.Framework.Scenes
1689 if (pos.Z - terrainHeight < 0.2) 1763 if (pos.Z - terrainHeight < 0.2)
1690 pos.Z = terrainHeight; 1764 pos.Z = terrainHeight;
1691 1765
1692 m_log.DebugFormat( 1766// m_log.DebugFormat(
1693 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1767// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1694 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1768// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1695 1769
1696 if (noFly) 1770 if (noFly)
1697 Flying = false; 1771 Flying = false;
@@ -1748,8 +1822,11 @@ namespace OpenSim.Region.Framework.Scenes
1748// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1822// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1749 1823
1750 SitGround = false; 1824 SitGround = false;
1825
1826/* move this down so avatar gets physical in the new position and not where it is siting
1751 if (PhysicsActor == null) 1827 if (PhysicsActor == null)
1752 AddToPhysicalScene(false); 1828 AddToPhysicalScene(false);
1829 */
1753 1830
1754 if (ParentID != 0) 1831 if (ParentID != 0)
1755 { 1832 {
@@ -1773,6 +1850,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1850 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1851 part.SitTargetAvatar = UUID.Zero;
1775 1852
1853 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1854 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1855 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 1856
@@ -1781,6 +1859,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 1859
1782 ParentID = 0; 1860 ParentID = 0;
1783 ParentPart = null; 1861 ParentPart = null;
1862
1863 if (PhysicsActor == null)
1864 AddToPhysicalScene(false);
1865
1784 SendAvatarDataToAllAgents(); 1866 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1786 1868
@@ -1788,6 +1870,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1870 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1871 }
1790 1872
1873 else if (PhysicsActor == null)
1874 AddToPhysicalScene(false);
1875
1791 Animator.TrySetMovementAnimation("STAND"); 1876 Animator.TrySetMovementAnimation("STAND");
1792 } 1877 }
1793 1878
@@ -1911,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 1996 forceMouselook = part.GetForceMouselook();
1912 1997
1913 ControllingClient.SendSitResponse( 1998 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1999 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2000
1916 m_requestedSitTargetUUID = targetID; 2001 m_requestedSitTargetUUID = targetID;
1917 2002
@@ -2193,14 +2278,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2278
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2279 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2280
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2281 double x, y, z, m;
2282
2283 Quaternion r = sitTargetOrient;
2284 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2285
2286 if (Math.Abs(1.0 - m) > 0.000001)
2287 {
2288 m = 1.0 / Math.Sqrt(m);
2289 r.X *= (float)m;
2290 r.Y *= (float)m;
2291 r.Z *= (float)m;
2292 r.W *= (float)m;
2293 }
2294
2295 x = 2 * (r.X * r.Z + r.Y * r.W);
2296 y = 2 * (-r.X * r.W + r.Y * r.Z);
2297 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2298
2299 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2300 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2301 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2302 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2303 ParentPosition = part.AbsolutePosition;
2304 part.ParentGroup.AddAvatar(UUID);
2199 } 2305 }
2200 else 2306 else
2201 { 2307 {
2202 m_pos -= part.AbsolutePosition; 2308 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2309 ParentPosition = part.AbsolutePosition;
2310 part.ParentGroup.AddAvatar(UUID);
2204 2311
2205// m_log.DebugFormat( 2312// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2313// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2298,14 +2405,15 @@ namespace OpenSim.Region.Framework.Scenes
2298 direc.Z *= 2.6f; 2405 direc.Z *= 2.6f;
2299 2406
2300 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2407 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2301 Animator.TrySetMovementAnimation("PREJUMP"); 2408// Animator.TrySetMovementAnimation("PREJUMP");
2302 Animator.TrySetMovementAnimation("JUMP"); 2409// Animator.TrySetMovementAnimation("JUMP");
2303 } 2410 }
2304 } 2411 }
2305 } 2412 }
2306 2413
2307 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2414 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2308 m_forceToApply = direc; 2415 m_forceToApply = direc;
2416 Animator.UpdateMovementAnimations();
2309 } 2417 }
2310 2418
2311 #endregion 2419 #endregion
@@ -3039,6 +3147,9 @@ namespace OpenSim.Region.Framework.Scenes
3039 cAgent.AlwaysRun = SetAlwaysRun; 3147 cAgent.AlwaysRun = SetAlwaysRun;
3040 3148
3041 cAgent.Appearance = new AvatarAppearance(Appearance); 3149 cAgent.Appearance = new AvatarAppearance(Appearance);
3150
3151 cAgent.ParentPart = ParentUUID;
3152 cAgent.SitOffset = m_pos;
3042 3153
3043 lock (scriptedcontrols) 3154 lock (scriptedcontrols)
3044 { 3155 {
@@ -3098,6 +3209,8 @@ namespace OpenSim.Region.Framework.Scenes
3098 CameraAtAxis = cAgent.AtAxis; 3209 CameraAtAxis = cAgent.AtAxis;
3099 CameraLeftAxis = cAgent.LeftAxis; 3210 CameraLeftAxis = cAgent.LeftAxis;
3100 CameraUpAxis = cAgent.UpAxis; 3211 CameraUpAxis = cAgent.UpAxis;
3212 ParentUUID = cAgent.ParentPart;
3213 m_prevSitOffset = cAgent.SitOffset;
3101 3214
3102 // When we get to the point of re-computing neighbors everytime this 3215 // When we get to the point of re-computing neighbors everytime this
3103 // changes, then start using the agent's drawdistance rather than the 3216 // changes, then start using the agent's drawdistance rather than the
@@ -3250,18 +3363,6 @@ namespace OpenSim.Region.Framework.Scenes
3250 if (IsChildAgent) 3363 if (IsChildAgent)
3251 return; 3364 return;
3252 3365
3253 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3254 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3255 // as of this comment the interval is set in AddToPhysicalScene
3256 if (Animator != null)
3257 {
3258// if (m_updateCount > 0)
3259// {
3260 Animator.UpdateMovementAnimations();
3261// m_updateCount--;
3262// }
3263 }
3264
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3366 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3367 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3368
@@ -3304,6 +3405,8 @@ namespace OpenSim.Region.Framework.Scenes
3304 } 3405 }
3305 } 3406 }
3306 3407
3408 RaiseCollisionScriptEvents(coldata);
3409
3307 if (Invulnerable) 3410 if (Invulnerable)
3308 return; 3411 return;
3309 3412
@@ -3815,6 +3918,12 @@ namespace OpenSim.Region.Framework.Scenes
3815 3918
3816 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3919 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3817 { 3920 {
3921 string reason;
3922
3923 // Honor bans
3924 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3925 return;
3926
3818 SceneObjectGroup telehub = null; 3927 SceneObjectGroup telehub = null;
3819 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3928 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3820 { 3929 {
@@ -3854,11 +3963,173 @@ namespace OpenSim.Region.Framework.Scenes
3854 pos = land.LandData.UserLocation; 3963 pos = land.LandData.UserLocation;
3855 } 3964 }
3856 } 3965 }
3857 3966
3858 land.SendLandUpdateToClient(ControllingClient); 3967 land.SendLandUpdateToClient(ControllingClient);
3859 } 3968 }
3860 } 3969 }
3861 3970
3971 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3972 {
3973 lock(m_collisionEventLock)
3974 {
3975 if (m_collisionEventFlag)
3976 return;
3977 m_collisionEventFlag = true;
3978 }
3979
3980 Util.FireAndForget(delegate(object x)
3981 {
3982 try
3983 {
3984 List<uint> thisHitColliders = new List<uint>();
3985 List<uint> endedColliders = new List<uint>();
3986 List<uint> startedColliders = new List<uint>();
3987
3988 foreach (uint localid in coldata.Keys)
3989 {
3990 thisHitColliders.Add(localid);
3991 if (!m_lastColliders.Contains(localid))
3992 {
3993 startedColliders.Add(localid);
3994 }
3995 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3996 }
3997
3998 // calculate things that ended colliding
3999 foreach (uint localID in m_lastColliders)
4000 {
4001 if (!thisHitColliders.Contains(localID))
4002 {
4003 endedColliders.Add(localID);
4004 }
4005 }
4006 //add the items that started colliding this time to the last colliders list.
4007 foreach (uint localID in startedColliders)
4008 {
4009 m_lastColliders.Add(localID);
4010 }
4011 // remove things that ended colliding from the last colliders list
4012 foreach (uint localID in endedColliders)
4013 {
4014 m_lastColliders.Remove(localID);
4015 }
4016
4017 // do event notification
4018 if (startedColliders.Count > 0)
4019 {
4020 ColliderArgs StartCollidingMessage = new ColliderArgs();
4021 List<DetectedObject> colliding = new List<DetectedObject>();
4022 foreach (uint localId in startedColliders)
4023 {
4024 if (localId == 0)
4025 continue;
4026
4027 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4028 string data = "";
4029 if (obj != null)
4030 {
4031 DetectedObject detobj = new DetectedObject();
4032 detobj.keyUUID = obj.UUID;
4033 detobj.nameStr = obj.Name;
4034 detobj.ownerUUID = obj.OwnerID;
4035 detobj.posVector = obj.AbsolutePosition;
4036 detobj.rotQuat = obj.GetWorldRotation();
4037 detobj.velVector = obj.Velocity;
4038 detobj.colliderType = 0;
4039 detobj.groupUUID = obj.GroupID;
4040 colliding.Add(detobj);
4041 }
4042 }
4043
4044 if (colliding.Count > 0)
4045 {
4046 StartCollidingMessage.Colliders = colliding;
4047
4048 foreach (SceneObjectGroup att in GetAttachments())
4049 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4050 }
4051 }
4052
4053 if (endedColliders.Count > 0)
4054 {
4055 ColliderArgs EndCollidingMessage = new ColliderArgs();
4056 List<DetectedObject> colliding = new List<DetectedObject>();
4057 foreach (uint localId in endedColliders)
4058 {
4059 if (localId == 0)
4060 continue;
4061
4062 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4063 string data = "";
4064 if (obj != null)
4065 {
4066 DetectedObject detobj = new DetectedObject();
4067 detobj.keyUUID = obj.UUID;
4068 detobj.nameStr = obj.Name;
4069 detobj.ownerUUID = obj.OwnerID;
4070 detobj.posVector = obj.AbsolutePosition;
4071 detobj.rotQuat = obj.GetWorldRotation();
4072 detobj.velVector = obj.Velocity;
4073 detobj.colliderType = 0;
4074 detobj.groupUUID = obj.GroupID;
4075 colliding.Add(detobj);
4076 }
4077 }
4078
4079 if (colliding.Count > 0)
4080 {
4081 EndCollidingMessage.Colliders = colliding;
4082
4083 foreach (SceneObjectGroup att in GetAttachments())
4084 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4085 }
4086 }
4087
4088 if (thisHitColliders.Count > 0)
4089 {
4090 ColliderArgs CollidingMessage = new ColliderArgs();
4091 List<DetectedObject> colliding = new List<DetectedObject>();
4092 foreach (uint localId in thisHitColliders)
4093 {
4094 if (localId == 0)
4095 continue;
4096
4097 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4098 string data = "";
4099 if (obj != null)
4100 {
4101 DetectedObject detobj = new DetectedObject();
4102 detobj.keyUUID = obj.UUID;
4103 detobj.nameStr = obj.Name;
4104 detobj.ownerUUID = obj.OwnerID;
4105 detobj.posVector = obj.AbsolutePosition;
4106 detobj.rotQuat = obj.GetWorldRotation();
4107 detobj.velVector = obj.Velocity;
4108 detobj.colliderType = 0;
4109 detobj.groupUUID = obj.GroupID;
4110 colliding.Add(detobj);
4111 }
4112 }
4113
4114 if (colliding.Count > 0)
4115 {
4116 CollidingMessage.Colliders = colliding;
4117
4118 lock (m_attachments)
4119 {
4120 foreach (SceneObjectGroup att in m_attachments)
4121 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4122 }
4123 }
4124 }
4125 }
4126 finally
4127 {
4128 m_collisionEventFlag = false;
4129 }
4130 });
4131 }
4132
3862 private void TeleportFlagsDebug() { 4133 private void TeleportFlagsDebug() {
3863 4134
3864 // Some temporary debugging help to show all the TeleportFlags we have... 4135 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3883,6 +4154,5 @@ namespace OpenSim.Region.Framework.Scenes
3883 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4154 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3884 4155
3885 } 4156 }
3886
3887 } 4157 }
3888} 4158}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..a37e997 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 715 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 716 public event UpdatePrimTexture OnUpdatePrimTexture;
717 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 718 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 719 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 720 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +819,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 819 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 820 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 821 public event DirFindQuery OnDirFindQuery;
822 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 823 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 824 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 825 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 836 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 837 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 838 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 839 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 840 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 841 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 842 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +866,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 866 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 867 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 868 public event SendPostcard OnSendPostcard;
869 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 870 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 871 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 872 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +888,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 888
886 public void Close() 889 public void Close()
887 { 890 {
891 Close(true);
892 }
893
894 public void Close(bool sendStop)
895 {
888 Disconnect(); 896 Disconnect();
889 } 897 }
890 898
@@ -1690,5 +1698,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1698 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1699 {
1692 } 1700 }
1701
1702 public void SendPartPhysicsProprieties(ISceneEntity entity)
1703 {
1704 }
1705
1693 } 1706 }
1694} 1707}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 05678c0..8af3652 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// 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 738133c..4dbac1d 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) ||
@@ -732,7 +732,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
732 return channelUri; 732 return channelUri;
733 } 733 }
734 734
735 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 735
736 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
736 737
737 /// <summary> 738 /// <summary>
738 /// Perform administrative login for Vivox. 739 /// Perform administrative login for Vivox.
@@ -744,7 +745,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
744 return VivoxCall(requrl, false); 745 return VivoxCall(requrl, false);
745 } 746 }
746 747
747 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 748 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
748 749
749 /// <summary> 750 /// <summary>
750 /// Perform administrative logout for Vivox. 751 /// Perform administrative logout for Vivox.
@@ -755,7 +756,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
755 return VivoxCall(requrl, false); 756 return VivoxCall(requrl, false);
756 } 757 }
757 758
758 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 759
760 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
759 761
760 /// <summary> 762 /// <summary>
761 /// Retrieve account information for the specified user. 763 /// Retrieve account information for the specified user.
@@ -767,7 +769,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
767 return VivoxCall(requrl, true); 769 return VivoxCall(requrl, true);
768 } 770 }
769 771
770 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 772
773 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
771 774
772 /// <summary> 775 /// <summary>
773 /// Creates a new account. 776 /// Creates a new account.
@@ -781,7 +784,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
781 return VivoxCall(requrl, true); 784 return VivoxCall(requrl, true);
782 } 785 }
783 786
784 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 787
788 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
785 789
786 /// <summary> 790 /// <summary>
787 /// Change the user's password. 791 /// Change the user's password.
@@ -792,7 +796,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
792 return VivoxCall(requrl, true); 796 return VivoxCall(requrl, true);
793 } 797 }
794 798
795 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 799
800 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
796 801
797 /// <summary> 802 /// <summary>
798 /// Create a channel. 803 /// Create a channel.
@@ -864,7 +869,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
864 return false; 869 return false;
865 } 870 }
866 871
867 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 872 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
868 873
869 /// <summary> 874 /// <summary>
870 /// Retrieve a channel. 875 /// Retrieve a channel.
@@ -1007,7 +1012,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1007 return false; 1012 return false;
1008 } 1013 }
1009 1014
1010 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1015 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1011 1016
1012 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1017 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1013 // { 1018 // {
@@ -1019,7 +1024,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1019 // return VivoxCall(requrl, true); 1024 // return VivoxCall(requrl, true);
1020 // } 1025 // }
1021 1026
1022 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1027 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1023 1028
1024 /// <summary> 1029 /// <summary>
1025 /// Delete a channel. 1030 /// Delete a channel.
@@ -1032,6 +1037,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 /// are required in a later phase. 1037 /// are required in a later phase.
1033 /// In this case the call handles parent and description as optional values. 1038 /// In this case the call handles parent and description as optional values.
1034 /// </summary> 1039 /// </summary>
1040
1035 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1041 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1036 { 1042 {
1037 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1042,11 +1048,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1042 return VivoxCall(requrl, true); 1048 return VivoxCall(requrl, true);
1043 } 1049 }
1044 1050
1045 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1051 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1046 1052
1047 /// <summary> 1053 /// <summary>
1048 /// Return information on channels in the given directory 1054 /// Return information on channels in the given directory
1049 /// </summary> 1055 /// </summary>
1056
1050 private XmlElement VivoxListChildren(string channelid) 1057 private XmlElement VivoxListChildren(string channelid)
1051 { 1058 {
1052 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1059 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1308,4 +1315,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1308 return false; 1315 return false;
1309 } 1316 }
1310 } 1317 }
1311} \ No newline at end of file 1318}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index 2a15e5d..9ff3652 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 5ea5af7..c3335f0 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
@@ -169,7 +169,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
169#pragma warning disable 67 169#pragma warning disable 67
170 public event Action<IClientAPI> OnLogout; 170 public event Action<IClientAPI> OnLogout;
171 public event ObjectPermissions OnObjectPermissions; 171 public event ObjectPermissions OnObjectPermissions;
172 172 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
173 public event MoneyTransferRequest OnMoneyTransferRequest; 173 public event MoneyTransferRequest OnMoneyTransferRequest;
174 public event ParcelBuy OnParcelBuy; 174 public event ParcelBuy OnParcelBuy;
175 public event Action<IClientAPI> OnConnectionClosed; 175 public event Action<IClientAPI> OnConnectionClosed;
@@ -238,6 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
238 public event UpdatePrimTexture OnUpdatePrimTexture; 238 public event UpdatePrimTexture OnUpdatePrimTexture;
239 public event UpdateVector OnUpdatePrimGroupPosition; 239 public event UpdateVector OnUpdatePrimGroupPosition;
240 public event UpdateVector OnUpdatePrimSinglePosition; 240 public event UpdateVector OnUpdatePrimSinglePosition;
241 public event ClientChangeObject onClientChangeObject;
241 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 242 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
242 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 243 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
243 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 244 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -375,7 +376,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
375 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 376 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
376 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 377 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
377 public event ClassifiedDelete OnClassifiedDelete; 378 public event ClassifiedDelete OnClassifiedDelete;
378 public event ClassifiedDelete OnClassifiedGodDelete; 379 public event ClassifiedGodDelete OnClassifiedGodDelete;
379 380
380 public event EventNotificationAddRequest OnEventNotificationAddRequest; 381 public event EventNotificationAddRequest OnEventNotificationAddRequest;
381 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 382 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -414,6 +415,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
414 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 415 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
415 public event SimWideDeletesDelegate OnSimWideDeletes; 416 public event SimWideDeletesDelegate OnSimWideDeletes;
416 public event SendPostcard OnSendPostcard; 417 public event SendPostcard OnSendPostcard;
418 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
417 public event MuteListEntryUpdate OnUpdateMuteListEntry; 419 public event MuteListEntryUpdate OnUpdateMuteListEntry;
418 public event MuteListEntryRemove OnRemoveMuteListEntry; 420 public event MuteListEntryRemove OnRemoveMuteListEntry;
419 public event GodlikeMessage onGodlikeMessage; 421 public event GodlikeMessage onGodlikeMessage;
@@ -441,6 +443,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
441 public virtual UUID AgentId 443 public virtual UUID AgentId
442 { 444 {
443 get { return m_uuid; } 445 get { return m_uuid; }
446 set { m_uuid = value; }
444 } 447 }
445 448
446 public UUID SessionId 449 public UUID SessionId
@@ -849,8 +852,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
849 852
850 public void Close() 853 public void Close()
851 { 854 {
852 // Remove ourselves from the scene 855 Close(true);
853 m_scene.RemoveClient(AgentId, false); 856 }
857
858 public void Close(bool sendStop)
859 {
854 } 860 }
855 861
856 public void Start() 862 public void Start()
@@ -1184,5 +1190,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1184 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1190 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1185 { 1191 {
1186 } 1192 }
1193
1194 public void SendPartPhysicsProprieties(ISceneEntity entity)
1195 {
1196 }
1197
1187 } 1198 }
1188} 1199}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 2b8379d..68f21c8 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,38 @@ 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 with id {0}", npcAvatar.AgentId); 157 {
158 m_log.DebugFormat(
159 "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
160
161 sp.CompleteMovement(npcAvatar, false);
162 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 }
164 else
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 npcAvatar.AgentId = UUID.Zero;
168 }
161 169
162 return npcAvatar.AgentId;
163 }
164 else
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 } 170 }
169 } 171 ev.Set();
172 });
173
174 ev.WaitOne();
175
176// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
177
178 return npcAvatar.AgentId;
170 } 179 }
171 180
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) 181 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
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 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 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)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//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);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..3e2b71c
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4082 @@
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 byte m_shapetype;
183 private byte m_taintshapetype;
184
185 public bool _zeroFlag; // if body has been stopped
186 private bool m_lastUpdateSent;
187
188 public IntPtr Body = IntPtr.Zero;
189 public String m_primName;
190 private Vector3 _target_velocity;
191 public d.Mass pMass;
192
193 public int m_eventsubscription;
194 private CollisionEventUpdate CollisionEventsThisFrame;
195
196 private IntPtr m_linkJoint = IntPtr.Zero;
197
198 public volatile bool childPrim;
199
200 internal int m_material = (int)Material.Wood;
201
202 private IntPtr m_body = IntPtr.Zero;
203
204 // Vehicle properties ============================================================================================
205 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
206 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
207 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
208 // HOVER_TERRAIN_ONLY
209 // HOVER_GLOBAL_HEIGHT
210 // NO_DEFLECTION_UP
211 // HOVER_WATER_ONLY
212 // HOVER_UP_ONLY
213 // LIMIT_MOTOR_UP
214 // LIMIT_ROLL_ONLY
215
216 // Linear properties
217 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
218 //requested by LSL
219 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
220 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
221 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
222
223 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
224 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
225 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
226
227 //Angular properties
228 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
229
230 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
231 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
232 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
233
234 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
235 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
236 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
237
238 //Deflection properties
239 // private float m_angularDeflectionEfficiency = 0;
240 // private float m_angularDeflectionTimescale = 0;
241 // private float m_linearDeflectionEfficiency = 0;
242 // private float m_linearDeflectionTimescale = 0;
243
244 //Banking properties
245 // private float m_bankingEfficiency = 0;
246 // private float m_bankingMix = 0;
247 // private float m_bankingTimescale = 0;
248
249 //Hover and Buoyancy properties
250 private float m_VhoverHeight = 0f;
251 // private float m_VhoverEfficiency = 0f;
252 private float m_VhoverTimescale = 0f;
253 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
254 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
255 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
256 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
257 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
258
259 //Attractor properties
260 private float m_verticalAttractionEfficiency = 1.0f; // damped
261 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
262
263// SerialControl m_taintserial = null;
264 object m_taintvehicledata = null;
265
266 public void DoSetVehicle()
267 {
268 VehicleData vd = (VehicleData)m_taintvehicledata;
269
270 m_type = vd.m_type;
271 m_flags = vd.m_flags;
272
273 // Linear properties
274 m_linearMotorDirection = vd.m_linearMotorDirection;
275 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
276 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
277 m_linearMotorTimescale = vd.m_linearMotorTimescale;
278// m_linearMotorOffset = vd.m_linearMotorOffset;
279
280 //Angular properties
281 m_angularMotorDirection = vd.m_angularMotorDirection;
282 m_angularMotorTimescale = vd.m_angularMotorTimescale;
283 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
284 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
285
286 //Deflection properties
287// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
288// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
289// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
290// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
291
292 //Banking properties
293// m_bankingEfficiency = vd.m_bankingEfficiency;
294// m_bankingMix = vd.m_bankingMix;
295// m_bankingTimescale = vd.m_bankingTimescale;
296
297 //Hover and Buoyancy properties
298 m_VhoverHeight = vd.m_VhoverHeight;
299// m_VhoverEfficiency = vd.m_VhoverEfficiency;
300 m_VhoverTimescale = vd.m_VhoverTimescale;
301 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
302
303 //Attractor properties
304 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
305 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
306
307 // Axis
308// m_referenceFrame = vd.m_referenceFrame;
309
310
311 m_taintvehicledata = null;
312 }
313
314 public override void SetVehicle(object vdata)
315 {
316 m_taintvehicledata = vdata;
317 _parent_scene.AddPhysicsActorTaint(this);
318 }
319
320 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
321 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
322 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
323 {
324 m_localID = localid;
325 ode = dode;
326 if (!pos.IsFinite())
327 {
328 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
329 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
330 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
331 }
332
333 _position = pos;
334 m_taintposition = pos;
335 PID_D = parent_scene.bodyPIDD;
336 PID_G = parent_scene.bodyPIDG;
337 m_density = parent_scene.geomDefaultDensity;
338 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
339 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
340
341 prim_geom = IntPtr.Zero;
342 // prev_geom = IntPtr.Zero;
343
344 if (!pos.IsFinite())
345 {
346 size = new Vector3(0.5f, 0.5f, 0.5f);
347 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
348 }
349
350 if (size.X <= 0) size.X = 0.01f;
351 if (size.Y <= 0) size.Y = 0.01f;
352 if (size.Z <= 0) size.Z = 0.01f;
353
354 _size = size;
355 m_taintsize = _size;
356
357 if (!QuaternionIsFinite(rotation))
358 {
359 rotation = Quaternion.Identity;
360 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
361 }
362
363 _orientation = rotation;
364 m_taintrot = _orientation;
365 _mesh = mesh;
366 _pbs = pbs;
367 m_shapetype = shapetype;
368 m_taintshapetype = shapetype;
369
370 _parent_scene = parent_scene;
371 m_targetSpace = (IntPtr)0;
372
373 // if (pos.Z < 0)
374 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
375 m_isphysical = false;
376 else
377 {
378 m_isphysical = pisPhysical;
379 // If we're physical, we need to be in the master space for now.
380 // linksets *should* be in a space together.. but are not currently
381 if (m_isphysical)
382 m_targetSpace = _parent_scene.space;
383 }
384
385 m_isphantom = pisPhantom;
386 m_taintphantom = pisPhantom;
387
388 _triMeshData = IntPtr.Zero;
389 m_NoColide = false;
390
391// m_taintserial = null;
392 m_primName = primName;
393 m_taintadd = true;
394 _parent_scene.AddPhysicsActorTaint(this);
395 // don't do .add() here; old geoms get recycled with the same hash
396 }
397
398 public override int PhysicsActorType
399 {
400 get { return (int)ActorTypes.Prim; }
401 set { return; }
402 }
403
404 public override bool SetAlwaysRun
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override uint LocalID
411 {
412 set
413 {
414 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
415 m_localID = value;
416 }
417 }
418
419 public override bool Grabbed
420 {
421 set { return; }
422 }
423
424 public override bool Selected
425 {
426 set
427 {
428 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
429 // This only makes the object not collidable if the object
430 // is physical or the object is modified somehow *IN THE FUTURE*
431 // without this, if an avatar selects prim, they can walk right
432 // through it while it's selected
433 m_collisionscore = 0;
434 if ((m_isphysical && !_zeroFlag) || !value)
435 {
436 m_taintselected = value;
437 _parent_scene.AddPhysicsActorTaint(this);
438 }
439 else
440 {
441 m_taintselected = value;
442 m_isSelected = value;
443 }
444 if (m_isSelected) disableBodySoft();
445 }
446 }
447
448 public override bool IsPhysical
449 {
450 get { return m_isphysical; }
451 set
452 {
453 m_isphysical = value;
454 if (!m_isphysical)
455 { // Zero the remembered last velocity
456 m_lastVelocity = Vector3.Zero;
457 if (m_type != Vehicle.TYPE_NONE) Halt();
458 }
459 }
460 }
461
462 public override bool Phantom
463 {
464 get { return m_isphantom; }
465 set
466 {
467 m_isphantom = value;
468 }
469 }
470
471 public void setPrimForRemoval()
472 {
473 m_taintremove = true;
474 }
475
476 public override bool Flying
477 {
478 // no flying prims for you
479 get { return false; }
480 set { }
481 }
482
483 public override bool IsColliding
484 {
485 get { return iscolliding; }
486 set { iscolliding = value; }
487 }
488
489 public override bool CollidingGround
490 {
491 get { return false; }
492 set { return; }
493 }
494
495 public override bool CollidingObj
496 {
497 get { return false; }
498 set { return; }
499 }
500
501 public override bool ThrottleUpdates
502 {
503 get { return m_throttleUpdates; }
504 set { m_throttleUpdates = value; }
505 }
506
507 public override bool Stopped
508 {
509 get { return _zeroFlag; }
510 }
511
512 public override Vector3 Position
513 {
514 get { return _position; }
515
516 set
517 {
518 _position = value;
519 //m_log.Info("[PHYSICS]: " + _position.ToString());
520 }
521 }
522
523 public override Vector3 Size
524 {
525 get { return _size; }
526 set
527 {
528 if (value.IsFinite())
529 {
530 _size = value;
531 }
532 else
533 {
534 m_log.Warn("[PHYSICS]: Got NaN Size on object");
535 }
536 }
537 }
538
539 public override float Mass
540 {
541 get { return CalculateMass(); }
542 }
543
544 public override Vector3 Force
545 {
546 //get { return Vector3.Zero; }
547 get { return m_force; }
548 set
549 {
550 if (value.IsFinite())
551 {
552 m_force = value;
553 }
554 else
555 {
556 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
557 }
558 }
559 }
560
561 public override int VehicleType
562 {
563 get { return (int)m_type; }
564 set { ProcessTypeChange((Vehicle)value); }
565 }
566
567 public override void VehicleFloatParam(int param, float value)
568 {
569 ProcessFloatVehicleParam((Vehicle)param, value);
570 }
571
572 public override void VehicleVectorParam(int param, Vector3 value)
573 {
574 ProcessVectorVehicleParam((Vehicle)param, value);
575 }
576
577 public override void VehicleRotationParam(int param, Quaternion rotation)
578 {
579 ProcessRotationVehicleParam((Vehicle)param, rotation);
580 }
581
582 public override void VehicleFlags(int param, bool remove)
583 {
584 ProcessVehicleFlags(param, remove);
585 }
586
587 public override void SetVolumeDetect(int param)
588 {
589 lock (_parent_scene.OdeLock)
590 {
591 m_isVolumeDetect = (param != 0);
592 }
593 }
594
595 public override Vector3 CenterOfMass
596 {
597 get { return Vector3.Zero; }
598 }
599
600 public override Vector3 GeometricCenter
601 {
602 get { return Vector3.Zero; }
603 }
604
605 public override PrimitiveBaseShape Shape
606 {
607 set
608 {
609 _pbs = value;
610 m_taintshape = true;
611 }
612 }
613
614 public override byte PhysicsShapeType
615 {
616 get
617 {
618 return m_shapetype;
619 }
620 set
621 {
622 m_taintshapetype = value;
623 _parent_scene.AddPhysicsActorTaint(this);
624 }
625 }
626
627 public override Vector3 Velocity
628 {
629 get
630 {
631 // Averate previous velocity with the new one so
632 // client object interpolation works a 'little' better
633 if (_zeroFlag)
634 return Vector3.Zero;
635
636 Vector3 returnVelocity = Vector3.Zero;
637 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
638 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
639 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
640 return returnVelocity;
641 }
642 set
643 {
644 if (value.IsFinite())
645 {
646 _velocity = value;
647 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
648 _acceleration = Vector3.Zero;
649
650 m_taintVelocity = value;
651 _parent_scene.AddPhysicsActorTaint(this);
652 }
653 else
654 {
655 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
656 }
657
658 }
659 }
660
661 public override Vector3 Torque
662 {
663 get
664 {
665 if (!m_isphysical || Body == IntPtr.Zero)
666 return Vector3.Zero;
667
668 return _torque;
669 }
670
671 set
672 {
673 if (value.IsFinite())
674 {
675 m_taintTorque = value;
676 _parent_scene.AddPhysicsActorTaint(this);
677 }
678 else
679 {
680 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
681 }
682 }
683 }
684
685 public override float CollisionScore
686 {
687 get { return m_collisionscore; }
688 set { m_collisionscore = value; }
689 }
690
691 public override bool Kinematic
692 {
693 get { return false; }
694 set { }
695 }
696
697 public override Quaternion Orientation
698 {
699 get { return _orientation; }
700 set
701 {
702 if (QuaternionIsFinite(value))
703 {
704 _orientation = value;
705 }
706 else
707 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
708
709 }
710 }
711
712 public override bool FloatOnWater
713 {
714 set
715 {
716 m_taintCollidesWater = value;
717 _parent_scene.AddPhysicsActorTaint(this);
718 }
719 }
720
721 public override void SetMomentum(Vector3 momentum)
722 {
723 }
724
725 public override Vector3 PIDTarget
726 {
727 set
728 {
729 if (value.IsFinite())
730 {
731 m_PIDTarget = value;
732 }
733 else
734 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
735 }
736 }
737 public override bool PIDActive { set { m_usePID = value; } }
738 public override float PIDTau { set { m_PIDTau = value; } }
739
740 // For RotLookAt
741 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
742 public override bool APIDActive { set { m_useAPID = value; } }
743 public override float APIDStrength { set { m_APIDStrength = value; } }
744 public override float APIDDamping { set { m_APIDDamping = value; } }
745
746 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
747 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
748 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
749 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
750
751 internal static bool QuaternionIsFinite(Quaternion q)
752 {
753 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
754 return false;
755 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
756 return false;
757 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
758 return false;
759 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
760 return false;
761 return true;
762 }
763
764 public override Vector3 Acceleration // client updates read data via here
765 {
766 get
767 {
768 if (_zeroFlag)
769 {
770 return Vector3.Zero;
771 }
772 return _acceleration;
773 }
774 set { _acceleration = value; }
775 }
776
777
778 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
779 {
780 _acceleration = accel;
781 }
782
783 public override void AddForce(Vector3 force, bool pushforce)
784 {
785 if (force.IsFinite())
786 {
787 lock (m_forcelist)
788 m_forcelist.Add(force);
789
790 m_taintforce = true;
791 }
792 else
793 {
794 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
795 }
796 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
797 }
798
799 public override void AddAngularForce(Vector3 force, bool pushforce)
800 {
801 if (force.IsFinite())
802 {
803 m_angularforcelist.Add(force);
804 m_taintaddangularforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
809 }
810 }
811
812 public override Vector3 RotationalVelocity
813 {
814 get
815 {
816 return m_rotationalVelocity;
817 }
818 set
819 {
820 if (value.IsFinite())
821 {
822 m_rotationalVelocity = value;
823 }
824 else
825 {
826 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
827 }
828 }
829 }
830
831 public override void CrossingFailure()
832 {
833 if (m_outofBounds)
834 {
835 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
836 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
837 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
838 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
839
840 m_lastposition = _position;
841
842 _velocity = Vector3.Zero;
843 m_lastVelocity = _velocity;
844
845
846 if (m_type != Vehicle.TYPE_NONE)
847 Halt();
848
849 d.BodySetLinearVel(Body, 0, 0, 0);
850 base.RequestPhysicsterseUpdate();
851 m_outofBounds = false;
852 }
853 /*
854 int tmp = Interlocked.Increment(ref m_crossingfailures);
855 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
856 {
857 base.RaiseOutOfBounds(_position);
858 return;
859 }
860 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
861 {
862 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
863 }
864 */
865 }
866
867 public override float Buoyancy
868 {
869 get { return m_buoyancy; }
870 set { m_buoyancy = value; }
871 }
872
873 public override void link(PhysicsActor obj)
874 {
875 m_taintparent = obj;
876 }
877
878 public override void delink()
879 {
880 m_taintparent = null;
881 }
882
883 public override void LockAngularMotion(Vector3 axis)
884 {
885 // This is actually ROTATION ENABLE, not a lock.
886 // default is <1,1,1> which is all enabled.
887 // The lock value is updated inside Move(), no point in using the taint system.
888 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
889 if (axis.IsFinite())
890 {
891 axis.X = (axis.X > 0) ? 1f : 0f;
892 axis.Y = (axis.Y > 0) ? 1f : 0f;
893 axis.Z = (axis.Z > 0) ? 1f : 0f;
894 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
895 m_rotateEnableRequest = axis;
896 m_rotateEnableUpdate = true;
897 }
898 else
899 {
900 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
901 }
902 }
903
904 public void SetGeom(IntPtr geom)
905 {
906 if (prim_geom != IntPtr.Zero)
907 {
908 // Remove any old entries
909 //string tPA;
910 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
911 //Console.WriteLine("**** Remove {0}", tPA);
912 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
913 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
914 d.GeomDestroy(prim_geom);
915 }
916
917 prim_geom = geom;
918 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
919 if (prim_geom != IntPtr.Zero)
920 {
921 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
922 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
923 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
924 if (m_NoColide)
925 {
926 d.GeomSetCategoryBits(prim_geom, 0);
927 if (m_isphysical && !m_isVolumeDetect)
928 {
929 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
930 }
931 else
932 {
933 d.GeomSetCollideBits(prim_geom, 0);
934 d.GeomDisable(prim_geom);
935 }
936 }
937 else
938 {
939 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
940 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
941 }
942 }
943
944 if (childPrim)
945 {
946 if (_parent != null && _parent is OdePrim)
947 {
948 OdePrim parent = (OdePrim)_parent;
949 //Console.WriteLine("SetGeom calls ChildSetGeom");
950 parent.ChildSetGeom(this);
951 }
952 }
953 //m_log.Warn("Setting Geom to: " + prim_geom);
954 }
955
956 public void enableBodySoft()
957 {
958 if (!childPrim)
959 {
960 if (m_isphysical && Body != IntPtr.Zero)
961 {
962 d.BodyEnable(Body);
963 if (m_type != Vehicle.TYPE_NONE)
964 Enable(Body, _parent_scene);
965 }
966
967 m_disabled = false;
968 }
969 }
970
971 public void disableBodySoft()
972 {
973 m_disabled = true;
974
975 if (m_isphysical && Body != IntPtr.Zero)
976 {
977 d.BodyDisable(Body);
978 Halt();
979 }
980 }
981
982 public void enableBody()
983 {
984 // Don't enable this body if we're a child prim
985 // this should be taken care of in the parent function not here
986 if (!childPrim)
987 {
988 // Sets the geom to a body
989 Body = d.BodyCreate(_parent_scene.world);
990
991 setMass();
992 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
993 d.Quaternion myrot = new d.Quaternion();
994 myrot.X = _orientation.X;
995 myrot.Y = _orientation.Y;
996 myrot.Z = _orientation.Z;
997 myrot.W = _orientation.W;
998 d.BodySetQuaternion(Body, ref myrot);
999 d.GeomSetBody(prim_geom, Body);
1000
1001 m_collisionCategories |= CollisionCategories.Body;
1002 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1003
1004 if (m_NoColide)
1005 {
1006 d.GeomSetCategoryBits(prim_geom, 0);
1007 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1008 }
1009 else
1010 {
1011 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1012 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1013 }
1014
1015 d.BodySetAutoDisableFlag(Body, true);
1016 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1017
1018 // disconnect from world gravity so we can apply buoyancy
1019 d.BodySetGravityMode(Body, false);
1020
1021 m_interpenetrationcount = 0;
1022 m_collisionscore = 0;
1023 m_disabled = false;
1024
1025 if (m_type != Vehicle.TYPE_NONE)
1026 {
1027 Enable(Body, _parent_scene);
1028 }
1029
1030 _parent_scene.addActivePrim(this);
1031 }
1032 }
1033
1034 #region Mass Calculation
1035
1036 private float CalculateMass()
1037 {
1038 float volume = _size.X * _size.Y * _size.Z; // default
1039 float tmp;
1040
1041 float returnMass = 0;
1042 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1043 float hollowVolume = hollowAmount * hollowAmount;
1044
1045 switch (_pbs.ProfileShape)
1046 {
1047 case ProfileShape.Square:
1048 // default box
1049
1050 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1051 {
1052 if (hollowAmount > 0.0)
1053 {
1054 switch (_pbs.HollowShape)
1055 {
1056 case HollowShape.Square:
1057 case HollowShape.Same:
1058 break;
1059
1060 case HollowShape.Circle:
1061
1062 hollowVolume *= 0.78539816339f;
1063 break;
1064
1065 case HollowShape.Triangle:
1066
1067 hollowVolume *= (0.5f * .5f);
1068 break;
1069
1070 default:
1071 hollowVolume = 0;
1072 break;
1073 }
1074 volume *= (1.0f - hollowVolume);
1075 }
1076 }
1077
1078 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1079 {
1080 //a tube
1081
1082 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1083 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1084 volume -= volume * tmp * tmp;
1085
1086 if (hollowAmount > 0.0)
1087 {
1088 hollowVolume *= hollowAmount;
1089
1090 switch (_pbs.HollowShape)
1091 {
1092 case HollowShape.Square:
1093 case HollowShape.Same:
1094 break;
1095
1096 case HollowShape.Circle:
1097 hollowVolume *= 0.78539816339f; ;
1098 break;
1099
1100 case HollowShape.Triangle:
1101 hollowVolume *= 0.5f * 0.5f;
1102 break;
1103 default:
1104 hollowVolume = 0;
1105 break;
1106 }
1107 volume *= (1.0f - hollowVolume);
1108 }
1109 }
1110
1111 break;
1112
1113 case ProfileShape.Circle:
1114
1115 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1116 {
1117 volume *= 0.78539816339f; // elipse base
1118
1119 if (hollowAmount > 0.0)
1120 {
1121 switch (_pbs.HollowShape)
1122 {
1123 case HollowShape.Same:
1124 case HollowShape.Circle:
1125 break;
1126
1127 case HollowShape.Square:
1128 hollowVolume *= 0.5f * 2.5984480504799f;
1129 break;
1130
1131 case HollowShape.Triangle:
1132 hollowVolume *= .5f * 1.27323954473516f;
1133 break;
1134
1135 default:
1136 hollowVolume = 0;
1137 break;
1138 }
1139 volume *= (1.0f - hollowVolume);
1140 }
1141 }
1142
1143 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1144 {
1145 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1146 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1147 volume *= (1.0f - tmp * tmp);
1148
1149 if (hollowAmount > 0.0)
1150 {
1151
1152 // calculate the hollow volume by it's shape compared to the prim shape
1153 hollowVolume *= hollowAmount;
1154
1155 switch (_pbs.HollowShape)
1156 {
1157 case HollowShape.Same:
1158 case HollowShape.Circle:
1159 break;
1160
1161 case HollowShape.Square:
1162 hollowVolume *= 0.5f * 2.5984480504799f;
1163 break;
1164
1165 case HollowShape.Triangle:
1166 hollowVolume *= .5f * 1.27323954473516f;
1167 break;
1168
1169 default:
1170 hollowVolume = 0;
1171 break;
1172 }
1173 volume *= (1.0f - hollowVolume);
1174 }
1175 }
1176 break;
1177
1178 case ProfileShape.HalfCircle:
1179 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1180 {
1181 volume *= 0.52359877559829887307710723054658f;
1182 }
1183 break;
1184
1185 case ProfileShape.EquilateralTriangle:
1186
1187 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1188 {
1189 volume *= 0.32475953f;
1190
1191 if (hollowAmount > 0.0)
1192 {
1193
1194 // calculate the hollow volume by it's shape compared to the prim shape
1195 switch (_pbs.HollowShape)
1196 {
1197 case HollowShape.Same:
1198 case HollowShape.Triangle:
1199 hollowVolume *= .25f;
1200 break;
1201
1202 case HollowShape.Square:
1203 hollowVolume *= 0.499849f * 3.07920140172638f;
1204 break;
1205
1206 case HollowShape.Circle:
1207 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1208 // Cyllinder hollow volume calculation
1209
1210 hollowVolume *= 0.1963495f * 3.07920140172638f;
1211 break;
1212
1213 default:
1214 hollowVolume = 0;
1215 break;
1216 }
1217 volume *= (1.0f - hollowVolume);
1218 }
1219 }
1220 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1221 {
1222 volume *= 0.32475953f;
1223 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1224 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1225 volume *= (1.0f - tmp * tmp);
1226
1227 if (hollowAmount > 0.0)
1228 {
1229
1230 hollowVolume *= hollowAmount;
1231
1232 switch (_pbs.HollowShape)
1233 {
1234 case HollowShape.Same:
1235 case HollowShape.Triangle:
1236 hollowVolume *= .25f;
1237 break;
1238
1239 case HollowShape.Square:
1240 hollowVolume *= 0.499849f * 3.07920140172638f;
1241 break;
1242
1243 case HollowShape.Circle:
1244
1245 hollowVolume *= 0.1963495f * 3.07920140172638f;
1246 break;
1247
1248 default:
1249 hollowVolume = 0;
1250 break;
1251 }
1252 volume *= (1.0f - hollowVolume);
1253 }
1254 }
1255 break;
1256
1257 default:
1258 break;
1259 }
1260
1261
1262
1263 float taperX1;
1264 float taperY1;
1265 float taperX;
1266 float taperY;
1267 float pathBegin;
1268 float pathEnd;
1269 float profileBegin;
1270 float profileEnd;
1271
1272 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1273 {
1274 taperX1 = _pbs.PathScaleX * 0.01f;
1275 if (taperX1 > 1.0f)
1276 taperX1 = 2.0f - taperX1;
1277 taperX = 1.0f - taperX1;
1278
1279 taperY1 = _pbs.PathScaleY * 0.01f;
1280 if (taperY1 > 1.0f)
1281 taperY1 = 2.0f - taperY1;
1282 taperY = 1.0f - taperY1;
1283 }
1284 else
1285 {
1286 taperX = _pbs.PathTaperX * 0.01f;
1287 if (taperX < 0.0f)
1288 taperX = -taperX;
1289 taperX1 = 1.0f - taperX;
1290
1291 taperY = _pbs.PathTaperY * 0.01f;
1292 if (taperY < 0.0f)
1293 taperY = -taperY;
1294 taperY1 = 1.0f - taperY;
1295
1296 }
1297
1298
1299 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1300
1301 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1302 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1303 volume *= (pathEnd - pathBegin);
1304
1305 // this is crude aproximation
1306 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1307 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1308 volume *= (profileEnd - profileBegin);
1309
1310 returnMass = m_density * volume;
1311
1312 if (returnMass <= 0)
1313 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1314 // else if (returnMass > _parent_scene.maximumMassObject)
1315 // returnMass = _parent_scene.maximumMassObject;
1316
1317
1318
1319
1320 // Recursively calculate mass
1321 bool HasChildPrim = false;
1322 lock (childrenPrim)
1323 {
1324 if (childrenPrim.Count > 0)
1325 {
1326 HasChildPrim = true;
1327 }
1328
1329 }
1330 if (HasChildPrim)
1331 {
1332 OdePrim[] childPrimArr = new OdePrim[0];
1333
1334 lock (childrenPrim)
1335 childPrimArr = childrenPrim.ToArray();
1336
1337 for (int i = 0; i < childPrimArr.Length; i++)
1338 {
1339 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1340 returnMass += childPrimArr[i].CalculateMass();
1341 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1342 if (i > 256)
1343 break;
1344 }
1345 }
1346 if (returnMass > _parent_scene.maximumMassObject)
1347 returnMass = _parent_scene.maximumMassObject;
1348 return returnMass;
1349 }// end CalculateMass
1350
1351 #endregion
1352
1353 public void setMass()
1354 {
1355 if (Body != (IntPtr)0)
1356 {
1357 float newmass = CalculateMass();
1358
1359 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1360
1361 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1362 d.BodySetMass(Body, ref pMass);
1363 }
1364 }
1365
1366 public void disableBody()
1367 {
1368 //this kills the body so things like 'mesh' can re-create it.
1369 lock (this)
1370 {
1371 if (!childPrim)
1372 {
1373 if (Body != IntPtr.Zero)
1374 {
1375 _parent_scene.remActivePrim(this);
1376 m_collisionCategories &= ~CollisionCategories.Body;
1377 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1378
1379 if (prim_geom != IntPtr.Zero)
1380 {
1381 if (m_NoColide)
1382 {
1383 d.GeomSetCategoryBits(prim_geom, 0);
1384 d.GeomSetCollideBits(prim_geom, 0);
1385 d.GeomDisable(prim_geom);
1386 }
1387 else
1388 {
1389 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1390 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1391 }
1392 }
1393
1394 d.BodyDestroy(Body);
1395 lock (childrenPrim)
1396 {
1397 if (childrenPrim.Count > 0)
1398 {
1399 foreach (OdePrim prm in childrenPrim)
1400 {
1401 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1402 {
1403 d.GeomSetCategoryBits(prm.prim_geom, 0);
1404 d.GeomSetCollideBits(prm.prim_geom, 0);
1405 d.GeomDisable(prm.prim_geom);
1406 }
1407
1408 _parent_scene.remActivePrim(prm);
1409 prm.Body = IntPtr.Zero;
1410 }
1411 }
1412 }
1413 Body = IntPtr.Zero;
1414 }
1415 }
1416 else
1417 {
1418 _parent_scene.remActivePrim(this);
1419
1420 m_collisionCategories &= ~CollisionCategories.Body;
1421 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1422
1423 if (prim_geom != IntPtr.Zero)
1424 {
1425 if (m_NoColide)
1426 {
1427 d.GeomSetCategoryBits(prim_geom, 0);
1428 d.GeomSetCollideBits(prim_geom, 0);
1429 d.GeomDisable(prim_geom);
1430 }
1431 else
1432 {
1433 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1434 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1435 }
1436 }
1437
1438 Body = IntPtr.Zero;
1439 }
1440 }
1441 m_disabled = true;
1442 m_collisionscore = 0;
1443 }
1444
1445// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1446
1447 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1448 {
1449 //Kill Body so that mesh can re-make the geom
1450 if (IsPhysical && Body != IntPtr.Zero)
1451 {
1452 if (childPrim)
1453 {
1454 if (_parent != null)
1455 {
1456 OdePrim parent = (OdePrim)_parent;
1457 parent.ChildDelink(this);
1458 }
1459 }
1460 else
1461 {
1462 disableBody();
1463 }
1464 }
1465
1466 IntPtr vertices, indices;
1467 int vertexCount, indexCount;
1468 int vertexStride, triStride;
1469 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1470 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1471
1472 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1473 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1474
1475 if (vertexCount == 0 || indexCount == 0)
1476 {
1477 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());
1478 return false;
1479 }
1480
1481 IntPtr geo = IntPtr.Zero;
1482 try
1483 {
1484 _triMeshData = d.GeomTriMeshDataCreate();
1485 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1486 d.GeomTriMeshDataPreprocess(_triMeshData);
1487
1488 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1489
1490 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1491 }
1492 catch (Exception e)
1493 {
1494 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1495
1496 if (_triMeshData != IntPtr.Zero)
1497 {
1498 d.GeomTriMeshDataDestroy(_triMeshData);
1499 _triMeshData = IntPtr.Zero;
1500 }
1501 return false;
1502 }
1503
1504 SetGeom(geo);
1505
1506 return true;
1507 }
1508
1509 public void ProcessTaints(float timestep) //=============================================================================
1510 {
1511 if (m_taintadd)
1512 {
1513 changeadd(timestep);
1514 }
1515
1516 if (m_taintremove)
1517 return;
1518
1519 if (prim_geom != IntPtr.Zero)
1520 {
1521 if (!_position.ApproxEquals(m_taintposition, 0f))
1522 {
1523 changemove(timestep);
1524 }
1525 if (m_taintrot != _orientation)
1526 {
1527 if (childPrim && IsPhysical) // For physical child prim...
1528 {
1529 rotate(timestep);
1530 // KF: ODE will also rotate the parent prim!
1531 // so rotate the root back to where it was
1532 OdePrim parent = (OdePrim)_parent;
1533 parent.rotate(timestep);
1534 }
1535 else
1536 {
1537 //Just rotate the prim
1538 rotate(timestep);
1539 }
1540 }
1541 //
1542 if (m_taintphantom != m_isphantom )
1543 {
1544 changePhantomStatus();
1545 }//
1546
1547 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1548 {
1549 changePhysicsStatus(timestep);
1550 }//
1551
1552
1553 if (!_size.ApproxEquals(m_taintsize, 0f))
1554 changesize(timestep);
1555 //
1556
1557 if(m_taintshapetype != m_shapetype)
1558 {
1559 m_shapetype = m_taintshapetype;
1560 changeshape(timestep);
1561 }
1562
1563 if (m_taintshape)
1564 changeshape(timestep);
1565 //
1566
1567 if (m_taintforce)
1568 changeAddForce(timestep);
1569
1570 if (m_taintaddangularforce)
1571 changeAddAngularForce(timestep);
1572
1573 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1574 changeSetTorque(timestep);
1575
1576 if (m_taintdisable)
1577 changedisable(timestep);
1578
1579 if (m_taintselected != m_isSelected)
1580 changeSelectedStatus();
1581
1582 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1583 changevelocity(timestep);
1584
1585 if (m_taintparent != _parent)
1586 changelink(timestep);
1587
1588 if (m_taintCollidesWater != m_collidesWater)
1589 changefloatonwater(timestep);
1590
1591 if (m_taintvehicledata != null)
1592 DoSetVehicle();
1593
1594 /* obsolete
1595 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1596 changeAngularLock(timestep);
1597 */
1598 }
1599
1600 else
1601 {
1602 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1603
1604 // not sure this will not flame...
1605 m_taintremove = true;
1606 _parent_scene.AddPhysicsActorTaint(this);
1607 }
1608
1609 }
1610
1611 private void changelink(float timestep)
1612 {
1613 // If the newly set parent is not null
1614 // create link
1615 if (_parent == null && m_taintparent != null)
1616 {
1617 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1618 {
1619 OdePrim obj = (OdePrim)m_taintparent;
1620 obj.ParentPrim(this);
1621 }
1622 }
1623 // If the newly set parent is null
1624 // destroy link
1625 else if (_parent != null && m_taintparent == null)
1626 {
1627 if (_parent is OdePrim)
1628 {
1629 OdePrim obj = (OdePrim)_parent;
1630 obj.ChildDelink(this);
1631 childPrim = false;
1632 }
1633 }
1634
1635 _parent = m_taintparent;
1636 m_taintPhysics = m_isphysical;
1637 }
1638
1639 // I'm the parent
1640 // prim is the child
1641 public void ParentPrim(OdePrim prim)
1642 {
1643 if (this.m_localID != prim.m_localID)
1644 {
1645 if (Body == IntPtr.Zero)
1646 {
1647 Body = d.BodyCreate(_parent_scene.world);
1648 // disconnect from world gravity so we can apply buoyancy
1649 d.BodySetGravityMode(Body, false);
1650
1651 setMass();
1652 }
1653 if (Body != IntPtr.Zero)
1654 {
1655 lock (childrenPrim)
1656 {
1657 if (!childrenPrim.Contains(prim))
1658 {
1659 childrenPrim.Add(prim);
1660
1661 foreach (OdePrim prm in childrenPrim)
1662 {
1663 d.Mass m2;
1664 d.MassSetZero(out m2);
1665 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1666
1667
1668 d.Quaternion quat = new d.Quaternion();
1669 quat.W = prm._orientation.W;
1670 quat.X = prm._orientation.X;
1671 quat.Y = prm._orientation.Y;
1672 quat.Z = prm._orientation.Z;
1673
1674 d.Matrix3 mat = new d.Matrix3();
1675 d.RfromQ(out mat, ref quat);
1676 d.MassRotate(ref m2, ref mat);
1677 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1678 d.MassAdd(ref pMass, ref m2);
1679 }
1680 foreach (OdePrim prm in childrenPrim)
1681 {
1682 if (m_isphantom && !prm.m_isVolumeDetect)
1683 {
1684 prm.m_collisionCategories = 0;
1685 prm.m_collisionFlags = CollisionCategories.Land;
1686 }
1687 else
1688 {
1689 prm.m_collisionCategories |= CollisionCategories.Body;
1690 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1691 }
1692 if (prm.prim_geom == IntPtr.Zero)
1693 {
1694 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1695 continue;
1696 }
1697
1698 if (prm.m_NoColide)
1699 {
1700 d.GeomSetCategoryBits(prm.prim_geom, 0);
1701 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1702 }
1703 else
1704 {
1705 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1706 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1707 }
1708
1709 d.Quaternion quat = new d.Quaternion();
1710 quat.W = prm._orientation.W;
1711 quat.X = prm._orientation.X;
1712 quat.Y = prm._orientation.Y;
1713 quat.Z = prm._orientation.Z;
1714
1715 d.Matrix3 mat = new d.Matrix3();
1716 d.RfromQ(out mat, ref quat);
1717 if (Body != IntPtr.Zero)
1718 {
1719 d.GeomSetBody(prm.prim_geom, Body);
1720 prm.childPrim = true;
1721 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1722 //d.GeomSetOffsetPosition(prim.prim_geom,
1723 // (Position.X - prm.Position.X) - pMass.c.X,
1724 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1725 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1726 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1727 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1728 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1729 d.BodySetMass(Body, ref pMass);
1730 }
1731 else
1732 {
1733 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1734 }
1735
1736 prm.m_interpenetrationcount = 0;
1737 prm.m_collisionscore = 0;
1738 prm.m_disabled = false;
1739
1740 prm.Body = Body;
1741
1742 _parent_scene.addActivePrim(prm);
1743 }
1744
1745 if (m_isphantom && !m_isVolumeDetect)
1746 {
1747 m_collisionCategories = 0;
1748 m_collisionFlags = CollisionCategories.Land;
1749 }
1750 else
1751 {
1752 m_collisionCategories |= CollisionCategories.Body;
1753 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1754 }
1755
1756 if (m_NoColide)
1757 {
1758 d.GeomSetCategoryBits(prim_geom, 0);
1759 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1760 }
1761 else
1762 {
1763 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1764 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1765 }
1766
1767 d.Quaternion quat2 = new d.Quaternion();
1768 quat2.W = _orientation.W;
1769 quat2.X = _orientation.X;
1770 quat2.Y = _orientation.Y;
1771 quat2.Z = _orientation.Z;
1772
1773 d.Matrix3 mat2 = new d.Matrix3();
1774 d.RfromQ(out mat2, ref quat2);
1775 d.GeomSetBody(prim_geom, Body);
1776 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1777 //d.GeomSetOffsetPosition(prim.prim_geom,
1778 // (Position.X - prm.Position.X) - pMass.c.X,
1779 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1780 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1781 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1782 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1783 d.BodySetMass(Body, ref pMass);
1784
1785 d.BodySetAutoDisableFlag(Body, true);
1786 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1787
1788 m_interpenetrationcount = 0;
1789 m_collisionscore = 0;
1790 m_disabled = false;
1791
1792 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1793 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1794
1795 _parent_scene.addActivePrim(this);
1796 }
1797 }
1798 }
1799 }
1800 }
1801
1802 private void ChildSetGeom(OdePrim odePrim)
1803 {
1804 lock (childrenPrim)
1805 {
1806 foreach (OdePrim prm in childrenPrim)
1807 {
1808 prm.disableBody();
1809 }
1810 }
1811 disableBody();
1812
1813 if (Body != IntPtr.Zero)
1814 {
1815 _parent_scene.remActivePrim(this);
1816 }
1817
1818 lock (childrenPrim)
1819 {
1820 foreach (OdePrim prm in childrenPrim)
1821 {
1822 ParentPrim(prm);
1823 }
1824 }
1825 }
1826
1827 private void ChildDelink(OdePrim odePrim)
1828 {
1829 // Okay, we have a delinked child.. need to rebuild the body.
1830 lock (childrenPrim)
1831 {
1832 foreach (OdePrim prm in childrenPrim)
1833 {
1834 prm.childPrim = true;
1835 prm.disableBody();
1836 }
1837 }
1838 disableBody();
1839
1840 lock (childrenPrim)
1841 {
1842 childrenPrim.Remove(odePrim);
1843 }
1844
1845 if (Body != IntPtr.Zero)
1846 {
1847 _parent_scene.remActivePrim(this);
1848 }
1849
1850 lock (childrenPrim)
1851 {
1852 foreach (OdePrim prm in childrenPrim)
1853 {
1854 ParentPrim(prm);
1855 }
1856 }
1857 }
1858
1859 private void changePhantomStatus()
1860 {
1861 m_taintphantom = m_isphantom;
1862 changeSelectedStatus();
1863 }
1864
1865/* not in use
1866 private void SetCollider()
1867 {
1868 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1869 }
1870
1871 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1872 {
1873 if (sel)
1874 {
1875 m_collisionCategories = CollisionCategories.Selected;
1876 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1877 }
1878 else
1879 {
1880 if (phan && !vdtc)
1881 {
1882 m_collisionCategories = 0;
1883 if (phys)
1884 m_collisionFlags = CollisionCategories.Land;
1885 else
1886 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1887 }
1888 else
1889 {
1890 m_collisionCategories = CollisionCategories.Geom;
1891 if (phys)
1892 m_collisionCategories |= CollisionCategories.Body;
1893
1894 m_collisionFlags = m_default_collisionFlags;
1895
1896 if (m_collidesLand)
1897 m_collisionFlags |= CollisionCategories.Land;
1898 if (m_collidesWater)
1899 m_collisionFlags |= CollisionCategories.Water;
1900 }
1901 }
1902
1903 if (prim_geom != IntPtr.Zero)
1904 {
1905 if (m_NoColide)
1906 {
1907 d.GeomSetCategoryBits(prim_geom, 0);
1908 if (phys)
1909 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1910 else
1911 {
1912 d.GeomSetCollideBits(prim_geom, 0);
1913 d.GeomDisable(prim_geom);
1914 }
1915 }
1916 else
1917 {
1918 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1919 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1920 }
1921 }
1922 }
1923*/
1924
1925 private void changeSelectedStatus()
1926 {
1927 if (m_taintselected)
1928 {
1929 m_collisionCategories = CollisionCategories.Selected;
1930 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1931
1932 // We do the body disable soft twice because 'in theory' a collision could have happened
1933 // in between the disabling and the collision properties setting
1934 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1935 // through the ground.
1936
1937 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1938 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1939 // so that causes the selected part to wake up and continue moving.
1940
1941 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1942 // assembly will stop simulating during the selection, because of the lack of atomicity
1943 // of select operations (their processing could be interrupted by a thread switch, causing
1944 // simulation to continue before all of the selected object notifications trickle down to
1945 // the physics engine).
1946
1947 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1948 // selected and disabled. then, due to a thread switch, the selection processing is
1949 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1950 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1951 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1952 // up, start simulating again, which in turn wakes up the last 50.
1953
1954 if (m_isphysical)
1955 {
1956 disableBodySoft();
1957 }
1958
1959 if (prim_geom != IntPtr.Zero)
1960 {
1961 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1962 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1963 if (m_NoColide)
1964 d.GeomDisable(prim_geom);
1965 }
1966
1967 if (m_isphysical)
1968 {
1969 disableBodySoft();
1970 }
1971 if (Body != IntPtr.Zero)
1972 {
1973 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1974 d.BodySetForce(Body, 0f, 0f, 0f);
1975 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1976 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1977 }
1978 }
1979 else
1980 {
1981 if (m_isphantom && !m_isVolumeDetect)
1982 {
1983 m_collisionCategories = 0;
1984 if (m_isphysical)
1985 m_collisionFlags = CollisionCategories.Land;
1986 else
1987 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1988 }
1989 else
1990 {
1991 m_collisionCategories = CollisionCategories.Geom;
1992 if (m_isphysical)
1993 m_collisionCategories |= CollisionCategories.Body;
1994
1995 m_collisionFlags = m_default_collisionFlags;
1996
1997 if (m_collidesLand)
1998 m_collisionFlags |= CollisionCategories.Land;
1999 if (m_collidesWater)
2000 m_collisionFlags |= CollisionCategories.Water;
2001 }
2002
2003 if (prim_geom != IntPtr.Zero)
2004 {
2005 if (m_NoColide)
2006 {
2007 d.GeomSetCategoryBits(prim_geom, 0);
2008 if (m_isphysical)
2009 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2010 else
2011 {
2012 d.GeomSetCollideBits(prim_geom, 0);
2013 d.GeomDisable(prim_geom);
2014 }
2015 }
2016 else
2017 {
2018 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2019 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2020 }
2021 }
2022 if (Body != IntPtr.Zero)
2023 {
2024 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2025 d.BodySetForce(Body, 0f, 0f, 0f);
2026 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2027 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2028 }
2029
2030 if (m_isphysical)
2031 {
2032 if (Body != IntPtr.Zero)
2033 {
2034 enableBodySoft();
2035 }
2036 }
2037 }
2038
2039 resetCollisionAccounting();
2040 m_isSelected = m_taintselected;
2041 }//end changeSelectedStatus
2042
2043 public void ResetTaints()
2044 {
2045 m_taintposition = _position;
2046 m_taintrot = _orientation;
2047 m_taintPhysics = m_isphysical;
2048 m_taintselected = m_isSelected;
2049 m_taintsize = _size;
2050 m_taintshape = false;
2051 m_taintforce = false;
2052 m_taintdisable = false;
2053 m_taintVelocity = Vector3.Zero;
2054 }
2055
2056 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2057 {
2058 bool gottrimesh = false;
2059
2060 m_NoColide = false; // assume all will go well
2061
2062 if (_triMeshData != IntPtr.Zero)
2063 {
2064 d.GeomTriMeshDataDestroy(_triMeshData);
2065 _triMeshData = IntPtr.Zero;
2066 }
2067
2068 if (_mesh != null)
2069 {
2070 gottrimesh = setMesh(_parent_scene, _mesh);
2071 if (!gottrimesh)
2072 {
2073 // getting a mesh failed,
2074 // lets go on having a basic box or sphere, with prim size but not coliding
2075 // physical colides with land, non with nothing
2076
2077 m_NoColide = true;
2078 }
2079 }
2080
2081 if (!gottrimesh)
2082 { // we will have a basic box or sphere
2083 IntPtr geo = IntPtr.Zero;
2084
2085 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2086 && _size.X == _size.Y && _size.X == _size.Z)
2087 {
2088 // its a sphere
2089 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2090 try
2091 {
2092 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2093 }
2094 catch (Exception e)
2095 {
2096 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2097 geo = IntPtr.Zero;
2098 ode.dunlock(_parent_scene.world);
2099 }
2100 }
2101 else // make it a box
2102 {
2103 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2104 try
2105 {
2106 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2107 }
2108 catch (Exception e)
2109 {
2110 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2111 geo = IntPtr.Zero;
2112 ode.dunlock(_parent_scene.world);
2113 }
2114 }
2115
2116 if (geo == IntPtr.Zero) // if this happens it must be fixed
2117 {
2118 // if it does lets stop what we can
2119 // not sure this will not flame...
2120
2121 m_taintremove = true;
2122 _parent_scene.AddPhysicsActorTaint(this);
2123 return;
2124 }
2125
2126 SetGeom(geo); // this processes the m_NoColide
2127 }
2128 }
2129
2130 public void changeadd(float timestep)
2131 {
2132 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2133 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2134
2135 if (targetspace == IntPtr.Zero)
2136 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2137
2138 m_targetSpace = targetspace;
2139
2140 if (_mesh == null) // && m_meshfailed == false)
2141 {
2142 if (_parent_scene.needsMeshing(_pbs))
2143 {
2144 bool convex;
2145 if (m_shapetype == 2)
2146 convex = true;
2147 else
2148 convex = false;
2149 try
2150 {
2151 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2152 }
2153 catch
2154 {
2155 //Don't continuously try to mesh prims when meshing has failed
2156 m_meshfailed = true;
2157 _mesh = null;
2158 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2159 }
2160 }
2161 }
2162
2163 lock (_parent_scene.OdeLock)
2164 {
2165 CreateGeom(m_targetSpace, _mesh);
2166
2167 if (prim_geom != IntPtr.Zero)
2168 {
2169 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2170 d.Quaternion myrot = new d.Quaternion();
2171 myrot.X = _orientation.X;
2172 myrot.Y = _orientation.Y;
2173 myrot.Z = _orientation.Z;
2174 myrot.W = _orientation.W;
2175 d.GeomSetQuaternion(prim_geom, ref myrot);
2176 }
2177
2178 if (m_isphysical && Body == IntPtr.Zero)
2179 {
2180 enableBody();
2181 }
2182 }
2183
2184 changeSelectedStatus();
2185
2186 m_taintadd = false;
2187 }
2188
2189 public void changemove(float timestep)
2190 {
2191 if (m_isphysical)
2192 {
2193 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2194 if (!m_taintremove && !childPrim)
2195 {
2196 if (Body == IntPtr.Zero)
2197 enableBody();
2198 //Prim auto disable after 20 frames,
2199 //if you move it, re-enable the prim manually.
2200 if (_parent != null)
2201 {
2202 if (m_linkJoint != IntPtr.Zero)
2203 {
2204 d.JointDestroy(m_linkJoint);
2205 m_linkJoint = IntPtr.Zero;
2206 }
2207 }
2208 if (Body != IntPtr.Zero)
2209 {
2210 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2211
2212 if (_parent != null)
2213 {
2214 OdePrim odParent = (OdePrim)_parent;
2215 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2216 {
2217 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2218 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2219 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2220 d.JointAttach(m_linkJoint, Body, odParent.Body);
2221 d.JointSetFixed(m_linkJoint);
2222 }
2223 }
2224 d.BodyEnable(Body);
2225 if (m_type != Vehicle.TYPE_NONE)
2226 {
2227 Enable(Body, _parent_scene);
2228 }
2229 }
2230 else
2231 {
2232 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2233 }
2234 }
2235 //else
2236 // {
2237 //m_log.Debug("[BUG]: race!");
2238 //}
2239 }
2240 else
2241 {
2242 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2243 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2244 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2245
2246 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2247 m_targetSpace = tempspace;
2248
2249 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2250 if (prim_geom != IntPtr.Zero)
2251 {
2252 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2253
2254 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2255 d.SpaceAdd(m_targetSpace, prim_geom);
2256 }
2257 }
2258
2259 changeSelectedStatus();
2260
2261 resetCollisionAccounting();
2262 m_taintposition = _position;
2263 }
2264
2265 public void rotate(float timestep)
2266 {
2267 d.Quaternion myrot = new d.Quaternion();
2268 myrot.X = _orientation.X;
2269 myrot.Y = _orientation.Y;
2270 myrot.Z = _orientation.Z;
2271 myrot.W = _orientation.W;
2272 if (Body != IntPtr.Zero)
2273 {
2274 // KF: If this is a root prim do BodySet
2275 d.BodySetQuaternion(Body, ref myrot);
2276 }
2277 else
2278 {
2279 // daughter prim, do Geom set
2280 d.GeomSetQuaternion(prim_geom, ref myrot);
2281 }
2282
2283 resetCollisionAccounting();
2284 m_taintrot = _orientation;
2285 }
2286
2287 private void resetCollisionAccounting()
2288 {
2289 m_collisionscore = 0;
2290 m_interpenetrationcount = 0;
2291 m_disabled = false;
2292 }
2293
2294 public void changedisable(float timestep)
2295 {
2296 m_disabled = true;
2297 if (Body != IntPtr.Zero)
2298 {
2299 d.BodyDisable(Body);
2300 Body = IntPtr.Zero;
2301 }
2302
2303 m_taintdisable = false;
2304 }
2305
2306 public void changePhysicsStatus(float timestep)
2307 {
2308 if (m_isphysical == true)
2309 {
2310 if (Body == IntPtr.Zero)
2311 {
2312 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2313 {
2314 changeshape(2f);
2315 }
2316 else
2317 {
2318 enableBody();
2319 }
2320 }
2321 }
2322 else
2323 {
2324 if (Body != IntPtr.Zero)
2325 {
2326 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2327 {
2328 _mesh = null;
2329 changeadd(2f);
2330 }
2331 if (childPrim)
2332 {
2333 if (_parent != null)
2334 {
2335 OdePrim parent = (OdePrim)_parent;
2336 parent.ChildDelink(this);
2337 }
2338 }
2339 else
2340 {
2341 disableBody();
2342 }
2343 }
2344 }
2345
2346 changeSelectedStatus();
2347
2348 resetCollisionAccounting();
2349 m_taintPhysics = m_isphysical;
2350 }
2351
2352 public void changesize(float timestamp)
2353 {
2354
2355 string oldname = _parent_scene.geom_name_map[prim_geom];
2356
2357 if (_size.X <= 0) _size.X = 0.01f;
2358 if (_size.Y <= 0) _size.Y = 0.01f;
2359 if (_size.Z <= 0) _size.Z = 0.01f;
2360
2361 // Cleanup of old prim geometry
2362 if (_mesh != null)
2363 {
2364 // Cleanup meshing here
2365 }
2366 //kill body to rebuild
2367 if (IsPhysical && Body != IntPtr.Zero)
2368 {
2369 if (childPrim)
2370 {
2371 if (_parent != null)
2372 {
2373 OdePrim parent = (OdePrim)_parent;
2374 parent.ChildDelink(this);
2375 }
2376 }
2377 else
2378 {
2379 disableBody();
2380 }
2381 }
2382 if (d.SpaceQuery(m_targetSpace, prim_geom))
2383 {
2384 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2385 d.SpaceRemove(m_targetSpace, prim_geom);
2386 }
2387 // we don't need to do space calculation because the client sends a position update also.
2388
2389 // Construction of new prim
2390 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2391 {
2392 float meshlod = _parent_scene.meshSculptLOD;
2393
2394 if (IsPhysical)
2395 meshlod = _parent_scene.MeshSculptphysicalLOD;
2396 // Don't need to re-enable body.. it's done in SetMesh
2397
2398 IMesh mesh = null;
2399
2400 try
2401 {
2402 if (_parent_scene.needsMeshing(_pbs))
2403 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2404 }
2405 catch
2406 {
2407 m_meshfailed = true;
2408 mesh = null;
2409 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2410 }
2411
2412 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2413 CreateGeom(m_targetSpace, mesh);
2414 }
2415 else
2416 {
2417 _mesh = null;
2418 CreateGeom(m_targetSpace, _mesh);
2419 }
2420
2421 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2422 d.Quaternion myrot = new d.Quaternion();
2423 myrot.X = _orientation.X;
2424 myrot.Y = _orientation.Y;
2425 myrot.Z = _orientation.Z;
2426 myrot.W = _orientation.W;
2427 d.GeomSetQuaternion(prim_geom, ref myrot);
2428
2429 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2430 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2431 {
2432 // Re creates body on size.
2433 // EnableBody also does setMass()
2434 enableBody();
2435 d.BodyEnable(Body);
2436 }
2437
2438 _parent_scene.geom_name_map[prim_geom] = oldname;
2439
2440 changeSelectedStatus();
2441 if (childPrim)
2442 {
2443 if (_parent is OdePrim)
2444 {
2445 OdePrim parent = (OdePrim)_parent;
2446 parent.ChildSetGeom(this);
2447 }
2448 }
2449 resetCollisionAccounting();
2450 m_taintsize = _size;
2451 }
2452
2453
2454
2455 public void changefloatonwater(float timestep)
2456 {
2457 m_collidesWater = m_taintCollidesWater;
2458
2459 if (prim_geom != IntPtr.Zero)
2460 {
2461 if (m_collidesWater)
2462 {
2463 m_collisionFlags |= CollisionCategories.Water;
2464 }
2465 else
2466 {
2467 m_collisionFlags &= ~CollisionCategories.Water;
2468 }
2469 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2470 }
2471 }
2472
2473 public void changeshape(float timestamp)
2474 {
2475 string oldname = _parent_scene.geom_name_map[prim_geom];
2476
2477 // Cleanup of old prim geometry and Bodies
2478 if (IsPhysical && Body != IntPtr.Zero)
2479 {
2480 if (childPrim)
2481 {
2482 if (_parent != null)
2483 {
2484 OdePrim parent = (OdePrim)_parent;
2485 parent.ChildDelink(this);
2486 }
2487 }
2488 else
2489 {
2490 disableBody();
2491 }
2492 }
2493
2494
2495 // we don't need to do space calculation because the client sends a position update also.
2496 if (_size.X <= 0) _size.X = 0.01f;
2497 if (_size.Y <= 0) _size.Y = 0.01f;
2498 if (_size.Z <= 0) _size.Z = 0.01f;
2499 // Construction of new prim
2500
2501 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2502 {
2503 // Don't need to re-enable body.. it's done in SetMesh
2504 float meshlod = _parent_scene.meshSculptLOD;
2505 IMesh mesh;
2506
2507 if (IsPhysical)
2508 meshlod = _parent_scene.MeshSculptphysicalLOD;
2509
2510 bool convex;
2511 if (m_shapetype == 2)
2512 convex = true;
2513 else
2514 convex = false;
2515
2516 try
2517 {
2518 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2519 }
2520 catch
2521 {
2522 mesh = null;
2523 m_meshfailed = true;
2524 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2525 }
2526
2527 CreateGeom(m_targetSpace, mesh);
2528
2529 // createmesh returns null when it doesn't mesh.
2530 }
2531 else
2532 {
2533 _mesh = null;
2534 CreateGeom(m_targetSpace, null);
2535 }
2536
2537 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2538 d.Quaternion myrot = new d.Quaternion();
2539 //myrot.W = _orientation.w;
2540 myrot.W = _orientation.W;
2541 myrot.X = _orientation.X;
2542 myrot.Y = _orientation.Y;
2543 myrot.Z = _orientation.Z;
2544 d.GeomSetQuaternion(prim_geom, ref myrot);
2545
2546 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2547 if (IsPhysical && Body == IntPtr.Zero)
2548 {
2549 // Re creates body on size.
2550 // EnableBody also does setMass()
2551 enableBody();
2552 if (Body != IntPtr.Zero)
2553 {
2554 d.BodyEnable(Body);
2555 }
2556 }
2557 _parent_scene.geom_name_map[prim_geom] = oldname;
2558
2559 changeSelectedStatus();
2560 if (childPrim)
2561 {
2562 if (_parent is OdePrim)
2563 {
2564 OdePrim parent = (OdePrim)_parent;
2565 parent.ChildSetGeom(this);
2566 }
2567 }
2568 resetCollisionAccounting();
2569 m_taintshape = false;
2570 }
2571
2572 public void changeAddForce(float timestamp)
2573 {
2574 if (!m_isSelected)
2575 {
2576 lock (m_forcelist)
2577 {
2578 //m_log.Info("[PHYSICS]: dequeing forcelist");
2579 if (IsPhysical)
2580 {
2581 Vector3 iforce = Vector3.Zero;
2582 int i = 0;
2583 try
2584 {
2585 for (i = 0; i < m_forcelist.Count; i++)
2586 {
2587
2588 iforce = iforce + (m_forcelist[i] * 100);
2589 }
2590 }
2591 catch (IndexOutOfRangeException)
2592 {
2593 m_forcelist = new List<Vector3>();
2594 m_collisionscore = 0;
2595 m_interpenetrationcount = 0;
2596 m_taintforce = false;
2597 return;
2598 }
2599 catch (ArgumentOutOfRangeException)
2600 {
2601 m_forcelist = new List<Vector3>();
2602 m_collisionscore = 0;
2603 m_interpenetrationcount = 0;
2604 m_taintforce = false;
2605 return;
2606 }
2607 d.BodyEnable(Body);
2608
2609 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2610 }
2611 m_forcelist.Clear();
2612 }
2613
2614 m_collisionscore = 0;
2615 m_interpenetrationcount = 0;
2616 }
2617
2618 m_taintforce = false;
2619
2620 }
2621
2622
2623
2624 public void changeSetTorque(float timestamp)
2625 {
2626 if (!m_isSelected)
2627 {
2628 if (IsPhysical && Body != IntPtr.Zero)
2629 {
2630 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2631 }
2632 }
2633
2634 m_taintTorque = Vector3.Zero;
2635 }
2636
2637 public void changeAddAngularForce(float timestamp)
2638 {
2639 if (!m_isSelected)
2640 {
2641 lock (m_angularforcelist)
2642 {
2643 //m_log.Info("[PHYSICS]: dequeing forcelist");
2644 if (IsPhysical)
2645 {
2646 Vector3 iforce = Vector3.Zero;
2647 for (int i = 0; i < m_angularforcelist.Count; i++)
2648 {
2649 iforce = iforce + (m_angularforcelist[i] * 100);
2650 }
2651 d.BodyEnable(Body);
2652 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2653
2654 }
2655 m_angularforcelist.Clear();
2656 }
2657
2658 m_collisionscore = 0;
2659 m_interpenetrationcount = 0;
2660 }
2661
2662 m_taintaddangularforce = false;
2663 }
2664
2665 private void changevelocity(float timestep)
2666 {
2667 if (!m_isSelected)
2668 {
2669 Thread.Sleep(20);
2670 if (IsPhysical)
2671 {
2672 if (Body != IntPtr.Zero)
2673 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2674 }
2675
2676 //resetCollisionAccounting();
2677 }
2678 m_taintVelocity = Vector3.Zero;
2679 }
2680
2681 public void UpdatePositionAndVelocity()
2682 {
2683 return; // moved to the Move () method
2684 }
2685
2686 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2687 {
2688 obj.I.M00 = pMat[0, 0];
2689 obj.I.M01 = pMat[0, 1];
2690 obj.I.M02 = pMat[0, 2];
2691 obj.I.M10 = pMat[1, 0];
2692 obj.I.M11 = pMat[1, 1];
2693 obj.I.M12 = pMat[1, 2];
2694 obj.I.M20 = pMat[2, 0];
2695 obj.I.M21 = pMat[2, 1];
2696 obj.I.M22 = pMat[2, 2];
2697 return obj;
2698 }
2699
2700 public override void SubscribeEvents(int ms)
2701 {
2702 m_eventsubscription = ms;
2703 _parent_scene.addCollisionEventReporting(this);
2704 }
2705
2706 public override void UnSubscribeEvents()
2707 {
2708 _parent_scene.remCollisionEventReporting(this);
2709 m_eventsubscription = 0;
2710 }
2711
2712 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2713 {
2714 if (CollisionEventsThisFrame == null)
2715 CollisionEventsThisFrame = new CollisionEventUpdate();
2716 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2717 }
2718
2719 public void SendCollisions()
2720 {
2721 if (CollisionEventsThisFrame == null)
2722 return;
2723
2724 base.SendCollisionUpdate(CollisionEventsThisFrame);
2725
2726 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2727 CollisionEventsThisFrame = null;
2728 else
2729 CollisionEventsThisFrame = new CollisionEventUpdate();
2730 }
2731
2732 public override bool SubscribedEvents()
2733 {
2734 if (m_eventsubscription > 0)
2735 return true;
2736 return false;
2737 }
2738
2739 public static Matrix4 Inverse(Matrix4 pMat)
2740 {
2741 if (determinant3x3(pMat) == 0)
2742 {
2743 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2744 }
2745
2746
2747
2748 return (Adjoint(pMat) / determinant3x3(pMat));
2749 }
2750
2751 public static Matrix4 Adjoint(Matrix4 pMat)
2752 {
2753 Matrix4 adjointMatrix = new Matrix4();
2754 for (int i = 0; i < 4; i++)
2755 {
2756 for (int j = 0; j < 4; j++)
2757 {
2758 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2759 }
2760 }
2761
2762 adjointMatrix = Transpose(adjointMatrix);
2763 return adjointMatrix;
2764 }
2765
2766 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2767 {
2768 Matrix4 minor = new Matrix4();
2769 int m = 0, n = 0;
2770 for (int i = 0; i < 4; i++)
2771 {
2772 if (i == iRow)
2773 continue;
2774 n = 0;
2775 for (int j = 0; j < 4; j++)
2776 {
2777 if (j == iCol)
2778 continue;
2779 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2780 n++;
2781 }
2782 m++;
2783 }
2784 return minor;
2785 }
2786
2787 public static Matrix4 Transpose(Matrix4 pMat)
2788 {
2789 Matrix4 transposeMatrix = new Matrix4();
2790 for (int i = 0; i < 4; i++)
2791 for (int j = 0; j < 4; j++)
2792 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2793 return transposeMatrix;
2794 }
2795
2796 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2797 {
2798 switch (r)
2799 {
2800 case 0:
2801 switch (c)
2802 {
2803 case 0:
2804 pMat.M11 = val;
2805 break;
2806 case 1:
2807 pMat.M12 = val;
2808 break;
2809 case 2:
2810 pMat.M13 = val;
2811 break;
2812 case 3:
2813 pMat.M14 = val;
2814 break;
2815 }
2816
2817 break;
2818 case 1:
2819 switch (c)
2820 {
2821 case 0:
2822 pMat.M21 = val;
2823 break;
2824 case 1:
2825 pMat.M22 = val;
2826 break;
2827 case 2:
2828 pMat.M23 = val;
2829 break;
2830 case 3:
2831 pMat.M24 = val;
2832 break;
2833 }
2834
2835 break;
2836 case 2:
2837 switch (c)
2838 {
2839 case 0:
2840 pMat.M31 = val;
2841 break;
2842 case 1:
2843 pMat.M32 = val;
2844 break;
2845 case 2:
2846 pMat.M33 = val;
2847 break;
2848 case 3:
2849 pMat.M34 = val;
2850 break;
2851 }
2852
2853 break;
2854 case 3:
2855 switch (c)
2856 {
2857 case 0:
2858 pMat.M41 = val;
2859 break;
2860 case 1:
2861 pMat.M42 = val;
2862 break;
2863 case 2:
2864 pMat.M43 = val;
2865 break;
2866 case 3:
2867 pMat.M44 = val;
2868 break;
2869 }
2870
2871 break;
2872 }
2873 }
2874 private static float determinant3x3(Matrix4 pMat)
2875 {
2876 float det = 0;
2877 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2878 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2879 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2880 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2881 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2882 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2883
2884 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2885 return det;
2886
2887 }
2888
2889 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2890 {
2891 dst.c.W = src.c.W;
2892 dst.c.X = src.c.X;
2893 dst.c.Y = src.c.Y;
2894 dst.c.Z = src.c.Z;
2895 dst.mass = src.mass;
2896 dst.I.M00 = src.I.M00;
2897 dst.I.M01 = src.I.M01;
2898 dst.I.M02 = src.I.M02;
2899 dst.I.M10 = src.I.M10;
2900 dst.I.M11 = src.I.M11;
2901 dst.I.M12 = src.I.M12;
2902 dst.I.M20 = src.I.M20;
2903 dst.I.M21 = src.I.M21;
2904 dst.I.M22 = src.I.M22;
2905 }
2906
2907 public override void SetMaterial(int pMaterial)
2908 {
2909 m_material = pMaterial;
2910 }
2911
2912 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2913 {
2914 switch (pParam)
2915 {
2916 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2917 if (pValue < 0.01f) pValue = 0.01f;
2918 // m_angularDeflectionEfficiency = pValue;
2919 break;
2920 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2921 if (pValue < 0.1f) pValue = 0.1f;
2922 // m_angularDeflectionTimescale = pValue;
2923 break;
2924 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2925 if (pValue < 0.3f) pValue = 0.3f;
2926 m_angularMotorDecayTimescale = pValue;
2927 break;
2928 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2929 if (pValue < 0.3f) pValue = 0.3f;
2930 m_angularMotorTimescale = pValue;
2931 break;
2932 case Vehicle.BANKING_EFFICIENCY:
2933 if (pValue < 0.01f) pValue = 0.01f;
2934 // m_bankingEfficiency = pValue;
2935 break;
2936 case Vehicle.BANKING_MIX:
2937 if (pValue < 0.01f) pValue = 0.01f;
2938 // m_bankingMix = pValue;
2939 break;
2940 case Vehicle.BANKING_TIMESCALE:
2941 if (pValue < 0.01f) pValue = 0.01f;
2942 // m_bankingTimescale = pValue;
2943 break;
2944 case Vehicle.BUOYANCY:
2945 if (pValue < -1f) pValue = -1f;
2946 if (pValue > 1f) pValue = 1f;
2947 m_VehicleBuoyancy = pValue;
2948 break;
2949 // case Vehicle.HOVER_EFFICIENCY:
2950 // if (pValue < 0f) pValue = 0f;
2951 // if (pValue > 1f) pValue = 1f;
2952 // m_VhoverEfficiency = pValue;
2953 // break;
2954 case Vehicle.HOVER_HEIGHT:
2955 m_VhoverHeight = pValue;
2956 break;
2957 case Vehicle.HOVER_TIMESCALE:
2958 if (pValue < 0.1f) pValue = 0.1f;
2959 m_VhoverTimescale = pValue;
2960 break;
2961 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2962 if (pValue < 0.01f) pValue = 0.01f;
2963 // m_linearDeflectionEfficiency = pValue;
2964 break;
2965 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2966 if (pValue < 0.01f) pValue = 0.01f;
2967 // m_linearDeflectionTimescale = pValue;
2968 break;
2969 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2970 if (pValue < 0.3f) pValue = 0.3f;
2971 m_linearMotorDecayTimescale = pValue;
2972 break;
2973 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2974 if (pValue < 0.1f) pValue = 0.1f;
2975 m_linearMotorTimescale = pValue;
2976 break;
2977 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2978 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2979 if (pValue > 1.0f) pValue = 1.0f;
2980 m_verticalAttractionEfficiency = pValue;
2981 break;
2982 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2983 if (pValue < 0.1f) pValue = 0.1f;
2984 m_verticalAttractionTimescale = pValue;
2985 break;
2986
2987 // These are vector properties but the engine lets you use a single float value to
2988 // set all of the components to the same value
2989 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2990 if (pValue > 30f) pValue = 30f;
2991 if (pValue < 0.1f) pValue = 0.1f;
2992 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2993 break;
2994 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2995 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2996 UpdateAngDecay();
2997 break;
2998 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2999 if (pValue < 0.1f) pValue = 0.1f;
3000 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3001 break;
3002 case Vehicle.LINEAR_MOTOR_DIRECTION:
3003 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3004 UpdateLinDecay();
3005 break;
3006 case Vehicle.LINEAR_MOTOR_OFFSET:
3007 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3008 break;
3009
3010 }
3011
3012 }//end ProcessFloatVehicleParam
3013
3014 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3015 {
3016 switch (pParam)
3017 {
3018 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3019 if (pValue.X > 30f) pValue.X = 30f;
3020 if (pValue.X < 0.1f) pValue.X = 0.1f;
3021 if (pValue.Y > 30f) pValue.Y = 30f;
3022 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3023 if (pValue.Z > 30f) pValue.Z = 30f;
3024 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3025 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3026 break;
3027 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3028 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3029 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3030 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3031 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3032 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3033 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3034 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3035 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3036 UpdateAngDecay();
3037 break;
3038 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3039 if (pValue.X < 0.1f) pValue.X = 0.1f;
3040 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3041 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3050 break;
3051 }
3052
3053 }//end ProcessVectorVehicleParam
3054
3055 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3056 {
3057 switch (pParam)
3058 {
3059 case Vehicle.REFERENCE_FRAME:
3060 // m_referenceFrame = pValue;
3061 break;
3062 }
3063
3064 }//end ProcessRotationVehicleParam
3065
3066 internal void ProcessVehicleFlags(int pParam, bool remove)
3067 {
3068 if (remove)
3069 {
3070 m_flags &= ~((VehicleFlag)pParam);
3071 }
3072 else
3073 {
3074 m_flags |= (VehicleFlag)pParam;
3075 }
3076 }
3077
3078 internal void ProcessTypeChange(Vehicle pType)
3079 {
3080 // Set Defaults For Type
3081 m_type = pType;
3082 switch (pType)
3083 {
3084 case Vehicle.TYPE_SLED:
3085 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3086 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3087 // m_lLinMotorVel = Vector3.Zero;
3088 m_linearMotorTimescale = 1000;
3089 m_linearMotorDecayTimescale = 120;
3090 m_angularMotorDirection = Vector3.Zero;
3091 m_angularMotorDVel = Vector3.Zero;
3092 m_angularMotorTimescale = 1000;
3093 m_angularMotorDecayTimescale = 120;
3094 m_VhoverHeight = 0;
3095 // m_VhoverEfficiency = 1;
3096 m_VhoverTimescale = 10;
3097 m_VehicleBuoyancy = 0;
3098 // m_linearDeflectionEfficiency = 1;
3099 // m_linearDeflectionTimescale = 1;
3100 // m_angularDeflectionEfficiency = 1;
3101 // m_angularDeflectionTimescale = 1000;
3102 // m_bankingEfficiency = 0;
3103 // m_bankingMix = 1;
3104 // m_bankingTimescale = 10;
3105 // m_referenceFrame = Quaternion.Identity;
3106 m_flags &=
3107 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3108 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3109 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3110 break;
3111 case Vehicle.TYPE_CAR:
3112 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3113 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3114 // m_lLinMotorVel = Vector3.Zero;
3115 m_linearMotorTimescale = 1;
3116 m_linearMotorDecayTimescale = 60;
3117 m_angularMotorDirection = Vector3.Zero;
3118 m_angularMotorDVel = Vector3.Zero;
3119 m_angularMotorTimescale = 1;
3120 m_angularMotorDecayTimescale = 0.8f;
3121 m_VhoverHeight = 0;
3122 // m_VhoverEfficiency = 0;
3123 m_VhoverTimescale = 1000;
3124 m_VehicleBuoyancy = 0;
3125 // // m_linearDeflectionEfficiency = 1;
3126 // // m_linearDeflectionTimescale = 2;
3127 // // m_angularDeflectionEfficiency = 0;
3128 // m_angularDeflectionTimescale = 10;
3129 m_verticalAttractionEfficiency = 1f;
3130 m_verticalAttractionTimescale = 10f;
3131 // m_bankingEfficiency = -0.2f;
3132 // m_bankingMix = 1;
3133 // m_bankingTimescale = 1;
3134 // m_referenceFrame = Quaternion.Identity;
3135 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3136 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3137 VehicleFlag.LIMIT_MOTOR_UP);
3138 break;
3139 case Vehicle.TYPE_BOAT:
3140 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3141 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3142 // m_lLinMotorVel = Vector3.Zero;
3143 m_linearMotorTimescale = 5;
3144 m_linearMotorDecayTimescale = 60;
3145 m_angularMotorDirection = Vector3.Zero;
3146 m_angularMotorDVel = Vector3.Zero;
3147 m_angularMotorTimescale = 4;
3148 m_angularMotorDecayTimescale = 4;
3149 m_VhoverHeight = 0;
3150 // m_VhoverEfficiency = 0.5f;
3151 m_VhoverTimescale = 2;
3152 m_VehicleBuoyancy = 1;
3153 // m_linearDeflectionEfficiency = 0.5f;
3154 // m_linearDeflectionTimescale = 3;
3155 // m_angularDeflectionEfficiency = 0.5f;
3156 // m_angularDeflectionTimescale = 5;
3157 m_verticalAttractionEfficiency = 0.5f;
3158 m_verticalAttractionTimescale = 5f;
3159 // m_bankingEfficiency = -0.3f;
3160 // m_bankingMix = 0.8f;
3161 // m_bankingTimescale = 1;
3162 // m_referenceFrame = Quaternion.Identity;
3163 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3164 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3165 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3166 VehicleFlag.LIMIT_MOTOR_UP);
3167 break;
3168 case Vehicle.TYPE_AIRPLANE:
3169 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3170 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3171 // m_lLinMotorVel = Vector3.Zero;
3172 m_linearMotorTimescale = 2;
3173 m_linearMotorDecayTimescale = 60;
3174 m_angularMotorDirection = Vector3.Zero;
3175 m_angularMotorDVel = Vector3.Zero;
3176 m_angularMotorTimescale = 4;
3177 m_angularMotorDecayTimescale = 4;
3178 m_VhoverHeight = 0;
3179 // m_VhoverEfficiency = 0.5f;
3180 m_VhoverTimescale = 1000;
3181 m_VehicleBuoyancy = 0;
3182 // m_linearDeflectionEfficiency = 0.5f;
3183 // m_linearDeflectionTimescale = 3;
3184 // m_angularDeflectionEfficiency = 1;
3185 // m_angularDeflectionTimescale = 2;
3186 m_verticalAttractionEfficiency = 0.9f;
3187 m_verticalAttractionTimescale = 2f;
3188 // m_bankingEfficiency = 1;
3189 // m_bankingMix = 0.7f;
3190 // m_bankingTimescale = 2;
3191 // m_referenceFrame = Quaternion.Identity;
3192 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3193 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3194 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3195 break;
3196 case Vehicle.TYPE_BALLOON:
3197 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3198 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3199 m_linearMotorTimescale = 5;
3200 m_linearMotorDecayTimescale = 60;
3201 m_angularMotorDirection = Vector3.Zero;
3202 m_angularMotorDVel = Vector3.Zero;
3203 m_angularMotorTimescale = 6;
3204 m_angularMotorDecayTimescale = 10;
3205 m_VhoverHeight = 5;
3206 // m_VhoverEfficiency = 0.8f;
3207 m_VhoverTimescale = 10;
3208 m_VehicleBuoyancy = 1;
3209 // m_linearDeflectionEfficiency = 0;
3210 // m_linearDeflectionTimescale = 5;
3211 // m_angularDeflectionEfficiency = 0;
3212 // m_angularDeflectionTimescale = 5;
3213 m_verticalAttractionEfficiency = 1f;
3214 m_verticalAttractionTimescale = 100f;
3215 // m_bankingEfficiency = 0;
3216 // m_bankingMix = 0.7f;
3217 // m_bankingTimescale = 5;
3218 // m_referenceFrame = Quaternion.Identity;
3219 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3220 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3221 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3222 break;
3223
3224 }
3225 }//end SetDefaultsForType
3226
3227 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3228 {
3229 if (m_type == Vehicle.TYPE_NONE)
3230 return;
3231
3232 m_body = pBody;
3233 }
3234
3235
3236 internal void Halt()
3237 { // Kill all motions, when non-physical
3238 // m_linearMotorDirection = Vector3.Zero;
3239 m_lLinMotorDVel = Vector3.Zero;
3240 m_lLinObjectVel = Vector3.Zero;
3241 m_wLinObjectVel = Vector3.Zero;
3242 m_angularMotorDirection = Vector3.Zero;
3243 m_lastAngularVelocity = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 _acceleration = Vector3.Zero;
3246 }
3247
3248 private void UpdateLinDecay()
3249 {
3250 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3251 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3252 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3253 } // else let the motor decay on its own
3254
3255 private void UpdateAngDecay()
3256 {
3257 m_angularMotorDVel.X = m_angularMotorDirection.X;
3258 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3259 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3260 } // else let the motor decay on its own
3261
3262 public void Move(float timestep)
3263 {
3264 float fx = 0;
3265 float fy = 0;
3266 float fz = 0;
3267 Vector3 linvel; // velocity applied, including any reversal
3268
3269 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3270 // This is a temp patch until proper region crossing is developed.
3271
3272
3273 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3274 {
3275 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3276 bool lastZeroFlag = _zeroFlag; // was it stopped
3277
3278 d.Vector3 vec = d.BodyGetPosition(Body);
3279 Vector3 l_position = Vector3.Zero;
3280 l_position.X = vec.X;
3281 l_position.Y = vec.Y;
3282 l_position.Z = vec.Z;
3283 m_lastposition = _position;
3284 _position = l_position;
3285
3286 d.Quaternion ori = d.BodyGetQuaternion(Body);
3287 // Quaternion l_orientation = Quaternion.Identity;
3288 _orientation.X = ori.X;
3289 _orientation.Y = ori.Y;
3290 _orientation.Z = ori.Z;
3291 _orientation.W = ori.W;
3292 m_lastorientation = _orientation;
3293
3294 d.Vector3 vel = d.BodyGetLinearVel(Body);
3295 m_lastVelocity = _velocity;
3296 _velocity.X = vel.X;
3297 _velocity.Y = vel.Y;
3298 _velocity.Z = vel.Z;
3299 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3300
3301 d.Vector3 torque = d.BodyGetTorque(Body);
3302 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3303
3304
3305 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3306 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3307 )
3308 {
3309 // we are outside current region
3310 // clip position to a stop just outside region and stop it only internally
3311 // do it only once using m_crossingfailures as control
3312 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3313 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3314 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3315 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3316 d.BodySetLinearVel(Body, 0, 0, 0);
3317 m_outofBounds = true;
3318 base.RequestPhysicsterseUpdate();
3319 return;
3320 }
3321
3322 base.RequestPhysicsterseUpdate();
3323
3324 if (l_position.Z < 0)
3325 {
3326 // This is so prim that get lost underground don't fall forever and suck up
3327 //
3328 // Sim resources and memory.
3329 // Disables the prim's movement physics....
3330 // It's a hack and will generate a console message if it fails.
3331
3332 //IsPhysical = false;
3333 if (_parent == null) base.RaiseOutOfBounds(_position);
3334
3335
3336 _acceleration.X = 0; // This stuff may stop client display but it has no
3337 _acceleration.Y = 0; // effect on the object in phys engine!
3338 _acceleration.Z = 0;
3339
3340 _velocity.X = 0;
3341 _velocity.Y = 0;
3342 _velocity.Z = 0;
3343 m_lastVelocity = Vector3.Zero;
3344 m_rotationalVelocity.X = 0;
3345 m_rotationalVelocity.Y = 0;
3346 m_rotationalVelocity.Z = 0;
3347
3348 if (_parent == null) base.RequestPhysicsterseUpdate();
3349
3350 m_throttleUpdates = false;
3351 throttleCounter = 0;
3352 _zeroFlag = true;
3353 //outofBounds = true;
3354 } // end neg Z check
3355
3356 // Is it moving?
3357 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3358 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3359 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3360 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3361 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3362 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3363 {
3364 _zeroFlag = true;
3365 m_throttleUpdates = false;
3366 }
3367 else
3368 {
3369 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3370 _zeroFlag = false;
3371 m_lastUpdateSent = false;
3372 //m_throttleUpdates = false;
3373 }
3374
3375 if (_zeroFlag)
3376 { // Its stopped
3377 _velocity.X = 0.0f;
3378 _velocity.Y = 0.0f;
3379 // _velocity.Z = 0.0f;
3380
3381 _acceleration.X = 0;
3382 _acceleration.Y = 0;
3383 // _acceleration.Z = 0;
3384
3385 m_rotationalVelocity.X = 0;
3386 m_rotationalVelocity.Y = 0;
3387 m_rotationalVelocity.Z = 0;
3388 // Stop it in the phys engine
3389 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3390 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3391 d.BodySetForce(Body, 0f, 0f, 0f);
3392
3393 if (!m_lastUpdateSent)
3394 {
3395 m_throttleUpdates = false;
3396 throttleCounter = 0;
3397 if (_parent == null)
3398 {
3399 base.RequestPhysicsterseUpdate();
3400 }
3401
3402 m_lastUpdateSent = true;
3403 }
3404 }
3405 else
3406 { // Its moving
3407 if (lastZeroFlag != _zeroFlag)
3408 {
3409 if (_parent == null)
3410 {
3411 base.RequestPhysicsterseUpdate();
3412 }
3413 }
3414 m_lastUpdateSent = false;
3415 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3416 {
3417 if (_parent == null)
3418 {
3419 base.RequestPhysicsterseUpdate();
3420 }
3421 }
3422 else
3423 {
3424 throttleCounter++;
3425 }
3426 }
3427 m_lastposition = l_position;
3428
3429 /// End UpdatePositionAndVelocity insert
3430
3431
3432 // Rotation lock =====================================
3433 if (m_rotateEnableUpdate)
3434 {
3435 // Snapshot current angles, set up Amotor(s)
3436 m_rotateEnableUpdate = false;
3437 m_rotateEnable = m_rotateEnableRequest;
3438 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3439
3440 if (Amotor != IntPtr.Zero)
3441 {
3442 d.JointDestroy(Amotor);
3443 Amotor = IntPtr.Zero;
3444 //Console.WriteLine("Old Amotor Destroyed");
3445 }
3446
3447 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3448 { // not all are enabled
3449 d.Quaternion r = d.BodyGetQuaternion(Body);
3450 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3451 // extract the axes vectors
3452 Vector3 vX = new Vector3(1f, 0f, 0f);
3453 Vector3 vY = new Vector3(0f, 1f, 0f);
3454 Vector3 vZ = new Vector3(0f, 0f, 1f);
3455 vX = vX * locrot;
3456 vY = vY * locrot;
3457 vZ = vZ * locrot;
3458 // snapshot the current angle vectors
3459 m_lockX = vX;
3460 m_lockY = vY;
3461 m_lockZ = vZ;
3462 // m_lockRot = locrot;
3463 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3464 d.JointAttach(Amotor, Body, IntPtr.Zero);
3465 d.JointSetAMotorMode(Amotor, 0); // User mode??
3466 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3467
3468 float axisnum = 3; // how many to lock
3469 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3470 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3471 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3472
3473 int i = 0;
3474
3475 if (m_rotateEnable.X == 0)
3476 {
3477 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3478 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3479 i++;
3480 }
3481
3482 if (m_rotateEnable.Y == 0)
3483 {
3484 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3485 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3486 i++;
3487 }
3488
3489 if (m_rotateEnable.Z == 0)
3490 {
3491 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3492 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3493 i++;
3494 }
3495
3496 // These lowstops and high stops are effectively (no wiggle room)
3497 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3498 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3499 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3500 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3501 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3502 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3503 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3504 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3505 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3506 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3507 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3508 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3509 } // else none are locked
3510 } // end Rotation Update
3511
3512
3513 // VEHICLE processing ==========================================
3514 if (m_type != Vehicle.TYPE_NONE)
3515 {
3516 // get body attitude
3517 d.Quaternion rot = d.BodyGetQuaternion(Body);
3518 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3519 Quaternion irotq = Quaternion.Inverse(rotq);
3520
3521 // VEHICLE Linear Motion
3522 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3523 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3524 m_lLinObjectVel = vel_now * irotq;
3525 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3526 {
3527 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3528 {
3529 float decayfactor = m_linearMotorDecayTimescale / timestep;
3530 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3531 m_lLinMotorDVel -= decayAmount;
3532 }
3533 else
3534 {
3535 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3536 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3537 m_lLinMotorDVel -= decel;
3538 }
3539 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3540 {
3541 m_lLinMotorDVel = Vector3.Zero;
3542 }
3543
3544 /* else
3545 {
3546 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3547 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3548 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3549 } */
3550 } // end linear motor decay
3551
3552 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3553 {
3554 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3555 if (m_linearMotorTimescale < 300.0f)
3556 {
3557 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3558 float linfactor = m_linearMotorTimescale / timestep;
3559 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3560 m_lLinObjectVel += attackAmount;
3561 }
3562 if (m_linearFrictionTimescale.X < 300.0f)
3563 {
3564 float fricfactor = m_linearFrictionTimescale.X / timestep;
3565 float fricX = m_lLinObjectVel.X / fricfactor;
3566 m_lLinObjectVel.X -= fricX;
3567 }
3568 if (m_linearFrictionTimescale.Y < 300.0f)
3569 {
3570 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3571 float fricY = m_lLinObjectVel.Y / fricfactor;
3572 m_lLinObjectVel.Y -= fricY;
3573 }
3574 if (m_linearFrictionTimescale.Z < 300.0f)
3575 {
3576 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3577 float fricZ = m_lLinObjectVel.Z / fricfactor;
3578 m_lLinObjectVel.Z -= fricZ;
3579 }
3580 }
3581 m_wLinObjectVel = m_lLinObjectVel * rotq;
3582
3583 // Gravity and Buoyancy
3584 Vector3 grav = Vector3.Zero;
3585 if (m_VehicleBuoyancy < 1.0f)
3586 {
3587 // There is some gravity, make a gravity force vector
3588 // that is applied after object velocity.
3589 d.Mass objMass;
3590 d.BodyGetMass(Body, out objMass);
3591 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3592 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3593 } // else its 1.0, no gravity.
3594
3595 // Hovering
3596 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3597 {
3598 // We should hover, get the target height
3599 d.Vector3 pos = d.BodyGetPosition(Body);
3600 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3601 {
3602 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3603 }
3604 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3605 {
3606 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3607 }
3608 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3609 {
3610 m_VhoverTargetHeight = m_VhoverHeight;
3611 }
3612
3613 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3614 {
3615 // If body is aready heigher, use its height as target height
3616 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3617 }
3618
3619 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3620 // m_VhoverTimescale = 0f; // time to acheive height
3621 // timestep is time since last frame,in secs
3622 float herr0 = pos.Z - m_VhoverTargetHeight;
3623 // Replace Vertical speed with correction figure if significant
3624 if (Math.Abs(herr0) > 0.01f)
3625 {
3626 //? d.Mass objMass;
3627 //? d.BodyGetMass(Body, out objMass);
3628 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3629 //KF: m_VhoverEfficiency is not yet implemented
3630 }
3631 else
3632 {
3633 m_wLinObjectVel.Z = 0f;
3634 }
3635 }
3636 else
3637 { // not hovering
3638 if (m_wLinObjectVel.Z == 0f)
3639 { // Gravity rules
3640 m_wLinObjectVel.Z = vel_now.Z;
3641 } // else the motor has it
3642 }
3643 linvel = m_wLinObjectVel;
3644
3645 // Vehicle Linear Motion done =======================================
3646 // Apply velocity
3647 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3648 // apply gravity force
3649 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3650 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3651 // end MoveLinear()
3652
3653
3654 // MoveAngular
3655 /*
3656 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3657
3658 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3659 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3660 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3661
3662 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3663 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3664 */
3665 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3666
3667 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3668 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3669 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3670
3671 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3672
3673 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3674 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3675 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3676 // Decay Angular Motor 2.
3677 if (m_angularMotorDecayTimescale < 300.0f)
3678 {
3679 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3680 {
3681 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3682 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3683 m_angularMotorDVel -= decayAmount;
3684 }
3685 else
3686 {
3687 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3688 m_angularMotorDVel -= decel;
3689 }
3690
3691 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3692 {
3693 m_angularMotorDVel = Vector3.Zero;
3694 }
3695 else
3696 {
3697 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3698 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3699 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3700 }
3701 } // end decay angular motor
3702 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3703
3704 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3705
3706 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3707 { // if motor or object have motion
3708 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3709
3710 if (m_angularMotorTimescale < 300.0f)
3711 {
3712 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3713 float angfactor = m_angularMotorTimescale / timestep;
3714 Vector3 attackAmount = (attack_error / angfactor);
3715 angObjectVel += attackAmount;
3716 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3717 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3718 }
3719
3720 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3721 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3722 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3723 } // else no signif. motion
3724
3725 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3726 // Bank section tba
3727 // Deflection section tba
3728 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3729
3730
3731 /* // Rotation Axis Disables:
3732 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3733 {
3734 if (m_angularEnable.X == 0)
3735 angObjectVel.X = 0f;
3736 if (m_angularEnable.Y == 0)
3737 angObjectVel.Y = 0f;
3738 if (m_angularEnable.Z == 0)
3739 angObjectVel.Z = 0f;
3740 }
3741 */
3742 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3743
3744 // Vertical attractor section
3745 Vector3 vertattr = Vector3.Zero;
3746
3747 if (m_verticalAttractionTimescale < 300)
3748 {
3749 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3750 // make a vector pointing up
3751 Vector3 verterr = Vector3.Zero;
3752 verterr.Z = 1.0f;
3753 // rotate it to Body Angle
3754 verterr = verterr * rotq;
3755 // 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.
3756 // 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
3757 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3758
3759 if (verterr.Z < 0.0f)
3760 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3761 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3762 //Console.WriteLine("InvertFlip");
3763 verterr.X = 2.0f - verterr.X;
3764 verterr.Y = 2.0f - verterr.Y;
3765 }
3766 verterr *= 0.5f;
3767 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3768 Vector3 xyav = angObjectVel;
3769 xyav.Z = 0.0f;
3770 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3771 {
3772 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3773 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3774 vertattr.X = verterr.Y;
3775 vertattr.Y = -verterr.X;
3776 vertattr.Z = 0f;
3777 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3778
3779 // scaling appears better usingsquare-law
3780 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3781 float bounce = 1.0f - damped;
3782 // 0 = crit damp, 1 = bouncy
3783 float oavz = angObjectVel.Z; // retain z velocity
3784 // time-scaled correction, which sums, therefore is bouncy:
3785 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3786 // damped, good @ < 90:
3787 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3788 angObjectVel.Z = oavz;
3789 //if(frcount == 0) Console.WriteLine("VA+");
3790 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3791 }
3792 else
3793 {
3794 // else error is very small
3795 angObjectVel.X = 0f;
3796 angObjectVel.Y = 0f;
3797 //if(frcount == 0) Console.WriteLine("VA0");
3798 }
3799 } // else vertical attractor is off
3800 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3801
3802
3803 m_lastAngularVelocity = angObjectVel;
3804 // apply Angular Velocity to body
3805 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3806 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3807
3808 } // end VEHICLES
3809 else
3810 {
3811 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3812
3813 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3814
3815 /// Dynamics Buoyancy
3816 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3817 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3818 // NB Prims in ODE are no subject to global gravity
3819 // This should only affect gravity operations
3820
3821 float m_mass = CalculateMass();
3822 // calculate z-force due togravity on object.
3823 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3824 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3825 {
3826 fz = 0; // llMoveToTarget ignores gravity.
3827 // it also ignores mass of object, and any physical resting on it.
3828 // Vector3 m_PIDTarget is where we are going
3829 // float m_PIDTau is time to get there
3830 fx = 0;
3831 fy = 0;
3832 d.Vector3 pos = d.BodyGetPosition(Body);
3833 Vector3 error = new Vector3(
3834 (m_PIDTarget.X - pos.X),
3835 (m_PIDTarget.Y - pos.Y),
3836 (m_PIDTarget.Z - pos.Z));
3837 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3838 { // Very close, Jump there and quit move
3839
3840 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3841 _target_velocity = Vector3.Zero;
3842 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3843 d.BodySetForce(Body, 0f, 0f, 0f);
3844 }
3845 else
3846 {
3847 float scale = 50.0f * timestep / m_PIDTau;
3848 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3849 {
3850 // Nearby, quit update of velocity
3851 }
3852 else
3853 { // Far, calc damped velocity
3854 _target_velocity = error * scale;
3855 }
3856 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3857 }
3858 } // end PID MoveToTarget
3859
3860
3861 /// Dynamics Hover ===================================================================================
3862 // Hover PID Controller can only run if the PIDcontroller is not in use.
3863 if (m_useHoverPID && !m_usePID)
3864 {
3865 //Console.WriteLine("Hover " + m_primName);
3866
3867 // If we're using the PID controller, then we have no gravity
3868 fz = (-1 * _parent_scene.gravityz) * m_mass;
3869
3870 // no lock; for now it's only called from within Simulate()
3871
3872 // If the PID Controller isn't active then we set our force
3873 // calculating base velocity to the current position
3874
3875 if ((m_PIDTau < 1))
3876 {
3877 PID_G = PID_G / m_PIDTau;
3878 }
3879
3880 if ((PID_G - m_PIDTau) <= 0)
3881 {
3882 PID_G = m_PIDTau + 1;
3883 }
3884
3885
3886 // Where are we, and where are we headed?
3887 d.Vector3 pos = d.BodyGetPosition(Body);
3888 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3889
3890
3891 // Non-Vehicles have a limited set of Hover options.
3892 // determine what our target height really is based on HoverType
3893 switch (m_PIDHoverType)
3894 {
3895 case PIDHoverType.Ground:
3896 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3897 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3898 break;
3899 case PIDHoverType.GroundAndWater:
3900 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3901 m_waterHeight = _parent_scene.GetWaterLevel();
3902 if (m_groundHeight > m_waterHeight)
3903 {
3904 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3905 }
3906 else
3907 {
3908 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3909 }
3910 break;
3911
3912 } // end switch (m_PIDHoverType)
3913
3914
3915 _target_velocity =
3916 new Vector3(0.0f, 0.0f,
3917 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3918 );
3919
3920 // if velocity is zero, use position control; otherwise, velocity control
3921
3922 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3923 {
3924 // keep track of where we stopped. No more slippin' & slidin'
3925
3926 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3927 // react to the physics scene by moving it's position.
3928 // Avatar to Avatar collisions
3929 // Prim to avatar collisions
3930 d.Vector3 dlinvel = vel;
3931 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3932 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3933 d.BodyAddForce(Body, 0, 0, fz);
3934 //KF this prevents furthur motions return;
3935 }
3936 else
3937 {
3938 _zeroFlag = false;
3939
3940 // We're flying and colliding with something
3941 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3942 }
3943 } // end m_useHoverPID && !m_usePID
3944
3945
3946 /// Dynamics Apply Forces ===================================================================================
3947 fx *= m_mass;
3948 fy *= m_mass;
3949 //fz *= m_mass;
3950 fx += m_force.X;
3951 fy += m_force.Y;
3952 fz += m_force.Z;
3953
3954 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3955 if (fx != 0 || fy != 0 || fz != 0)
3956 {
3957 //m_taintdisable = true;
3958 //base.RaiseOutOfBounds(Position);
3959 //d.BodySetLinearVel(Body, fx, fy, 0f);
3960 if (!d.BodyIsEnabled(Body))
3961 {
3962 // A physical body at rest on a surface will auto-disable after a while,
3963 // this appears to re-enable it incase the surface it is upon vanishes,
3964 // and the body should fall again.
3965 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3966 d.BodySetForce(Body, 0f, 0f, 0f);
3967 enableBodySoft();
3968 }
3969
3970 // 35x10 = 350n times the mass per second applied maximum.
3971 float nmax = 35f * m_mass;
3972 float nmin = -35f * m_mass;
3973
3974
3975 if (fx > nmax)
3976 fx = nmax;
3977 if (fx < nmin)
3978 fx = nmin;
3979 if (fy > nmax)
3980 fy = nmax;
3981 if (fy < nmin)
3982 fy = nmin;
3983 d.BodyAddForce(Body, fx, fy, fz);
3984 } // end apply forces
3985 } // end Vehicle/Dynamics
3986
3987 /// RotLookAt / LookAt =================================================================================
3988 if (m_useAPID)
3989 {
3990 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3991 // Quaternion m_APIDTarget
3992 // float m_APIDStrength // From SL experiments, this is the time to get there
3993 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3994 // Also in SL the mass of the object has no effect on time to get there.
3995 // Factors:
3996 // get present body rotation
3997 float limit = 1.0f;
3998 float rscaler = 50f; // adjusts rotation damping time
3999 float lscaler = 10f; // adjusts linear damping time in llLookAt
4000 float RLAservo = 0f;
4001 Vector3 diff_axis;
4002 float diff_angle;
4003 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4004 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4005 Quaternion rtarget = new Quaternion();
4006
4007 if (m_APIDTarget.W == -99.9f)
4008 {
4009 // this is really a llLookAt(), x,y,z is the target vector
4010 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4011 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4012 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4013 float twopi = 2.0f * (float)Math.PI;
4014 Vector3 dir = target - _position;
4015 dir.Normalize();
4016 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4017 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4018 float terot = (float)Math.Atan2(dir.Z, txy);
4019 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4020 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4021 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4022 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4023 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4024 float roll = (float)Math.Atan2(ra, rb);
4025 float errorz = tzrot - ozrot;
4026 if (errorz > (float)Math.PI) errorz -= twopi;
4027 else if (errorz < -(float)Math.PI) errorz += twopi;
4028 float errory = oerot - terot;
4029 if (errory > (float)Math.PI) errory -= twopi;
4030 else if (errory < -(float)Math.PI) errory += twopi;
4031 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4032 if (diff_angle > 0.01f * m_APIDdamper)
4033 {
4034 m_APIDdamper = 1.0f;
4035 RLAservo = timestep / m_APIDStrength * rscaler;
4036 errorz *= RLAservo;
4037 errory *= RLAservo;
4038 error.X = -roll * 8.0f;
4039 error.Y = errory;
4040 error.Z = errorz;
4041 error *= rotq;
4042 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4043 }
4044 else
4045 {
4046 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4047 m_APIDdamper = 2.0f;
4048 }
4049 }
4050 else
4051 {
4052 // this is a llRotLookAt()
4053 rtarget = m_APIDTarget;
4054
4055 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4056 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4057 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4058
4059 // diff_axis.Normalize(); it already is!
4060 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4061 {
4062 m_APIDdamper = 1.0f;
4063 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4064 rotforce = rotforce * rotq;
4065 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4066 RLAservo = timestep / m_APIDStrength * lscaler;
4067 rotforce = rotforce * RLAservo * diff_angle;
4068 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4069 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4070 }
4071 else
4072 { // close enough
4073 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4074 m_APIDdamper = 2.0f;
4075 }
4076 } // end llLookAt/llRotLookAt
4077 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4078 } // end m_useAPID
4079 } // end root prims
4080 } // end Move()
4081 } // end class
4082}
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..be67204 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,23 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
175 public virtual byte PhysicsShapeType { get; set; }
176
150 public abstract PrimitiveBaseShape Shape { set; } 177 public abstract PrimitiveBaseShape Shape { set; }
151 178
152 uint m_baseLocalID; 179 uint m_baseLocalID;
@@ -195,6 +222,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 222 }
196 } 223 }
197 224
225 public virtual byte[] Serialize(bool PhysIsRunning)
226 {
227 return new byte[0];
228 }
229
198 public virtual void RaiseOutOfBounds(Vector3 pos) 230 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 231 {
200 // Make a temporary copy of the event to avoid possibility of 232 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +254,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 254 {
223 } 255 }
224 256
257 public virtual float Density { get; set; }
258 public virtual float GravModifier { get; set; }
259 public virtual float Friction { get; set; }
260 public virtual float Bounce { get; set; }
261
225 /// <summary> 262 /// <summary>
226 /// Position of this actor. 263 /// Position of this actor.
227 /// </summary> 264 /// </summary>
@@ -554,5 +591,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 591 {
555 return false; 592 return false;
556 } 593 }
594
557 } 595 }
558} 596}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..f2c0c28 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -125,6 +125,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 127
128 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
129 uint localid, byte[] sdata)
130 {
131 return null;
132 }
133
134 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
135 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
136 {
137 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
138 }
139
140
141 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
142 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
143 {
144 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
145 }
146
128 public virtual float TimeDilation 147 public virtual float TimeDilation
129 { 148 {
130 get { return 1.0f; } 149 get { return 1.0f; }
@@ -222,7 +241,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 241 }
223 242
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 243 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 244 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 245 public virtual void UnCombine(PhysicsScene pScene) {}
227 246
228 /// <summary> 247 /// <summary>
@@ -260,5 +279,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 279 {
261 return new List<ContactResult>(); 280 return new List<ContactResult>();
262 } 281 }
282
283 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
284 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
285 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
286 {
287 return new List<ContactResult>();
288 }
289
263 } 290 }
264} 291}
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..75fa1ef 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;
@@ -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 1f79cd8..6f37347 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2845,7 +2845,7 @@ Console.WriteLine(" JointCreateFixed");
2845 } 2845 }
2846 public override bool PIDActive { set { m_usePID = value; } } 2846 public override bool PIDActive { set { m_usePID = value; } }
2847 public override float PIDTau { set { m_PIDTau = value; } } 2847 public override float PIDTau { set { m_PIDTau = value; } }
2848 2848
2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2851 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2851 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..8e903e8
--- /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.ErrorFormat("[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..9a22331
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1454 @@
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 CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 float mu;
140 float bounce;
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 mu = parent_scene.AvatarFriction;
173 bounce = parent_scene.AvatarBounce;
174
175 walkDivisor = walk_divisor;
176 runDivisor = rundivisor;
177
178 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
179 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
180
181 m_isPhysical = false; // current status: no ODE information exists
182
183 m_name = avName;
184
185 AddChange(changes.Add, null);
186 }
187
188 public override int PhysicsActorType
189 {
190 get { return (int)ActorTypes.Agent; }
191 set { return; }
192 }
193
194 public override void getContactData(ref ContactData cdata)
195 {
196 cdata.mu = mu;
197 cdata.bounce = bounce;
198 cdata.softcolide = false;
199 }
200
201 public override bool Building { get; set; }
202
203 /// <summary>
204 /// If this is set, the avatar will move faster
205 /// </summary>
206 public override bool SetAlwaysRun
207 {
208 get { return m_alwaysRun; }
209 set { m_alwaysRun = value; }
210 }
211
212 public override uint LocalID
213 {
214 set { m_localID = value; }
215 }
216
217 public override bool Grabbed
218 {
219 set { return; }
220 }
221
222 public override bool Selected
223 {
224 set { return; }
225 }
226
227 public override float Buoyancy
228 {
229 get { return m_buoyancy; }
230 set { m_buoyancy = value; }
231 }
232
233 public override bool FloatOnWater
234 {
235 set { return; }
236 }
237
238 public override bool IsPhysical
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override bool ThrottleUpdates
245 {
246 get { return false; }
247 set { return; }
248 }
249
250 public override bool Flying
251 {
252 get { return flying; }
253 set
254 {
255 flying = value;
256 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
257 }
258 }
259
260 /// <summary>
261 /// Returns if the avatar is colliding in general.
262 /// This includes the ground and objects and avatar.
263 /// </summary>
264 public override bool IsColliding
265 {
266 get { return (m_iscolliding || m_iscollidingGround); }
267 set
268 {
269 if (value)
270 {
271 m_colliderfilter += 2;
272 if (m_colliderfilter > 2)
273 m_colliderfilter = 2;
274 }
275 else
276 {
277 m_colliderfilter--;
278 if (m_colliderfilter < 0)
279 m_colliderfilter = 0;
280 }
281
282 if (m_colliderfilter == 0)
283 m_iscolliding = false;
284 else
285 {
286// SetPidStatus(false);
287 m_pidControllerActive = true;
288 m_iscolliding = true;
289 }
290 }
291 }
292
293 /// <summary>
294 /// Returns if an avatar is colliding with the ground
295 /// </summary>
296 public override bool CollidingGround
297 {
298 get { return m_iscollidingGround; }
299 set
300 {
301 /* we now control this
302 if (value)
303 {
304 m_colliderGroundfilter += 2;
305 if (m_colliderGroundfilter > 2)
306 m_colliderGroundfilter = 2;
307 }
308 else
309 {
310 m_colliderGroundfilter--;
311 if (m_colliderGroundfilter < 0)
312 m_colliderGroundfilter = 0;
313 }
314
315 if (m_colliderGroundfilter == 0)
316 m_iscollidingGround = false;
317 else
318 m_iscollidingGround = true;
319 */
320 }
321
322 }
323
324 /// <summary>
325 /// Returns if the avatar is colliding with an object
326 /// </summary>
327 public override bool CollidingObj
328 {
329 get { return m_iscollidingObj; }
330 set
331 {
332 // Ubit filter this also
333 if (value)
334 {
335 m_colliderObjectfilter += 2;
336 if (m_colliderObjectfilter > 2)
337 m_colliderObjectfilter = 2;
338 }
339 else
340 {
341 m_colliderObjectfilter--;
342 if (m_colliderObjectfilter < 0)
343 m_colliderObjectfilter = 0;
344 }
345
346 if (m_colliderObjectfilter == 0)
347 m_iscollidingObj = false;
348 else
349 m_iscollidingObj = true;
350
351 // m_iscollidingObj = value;
352/*
353 if (m_iscollidingObj)
354 m_pidControllerActive = false;
355 else
356 m_pidControllerActive = true;
357 */
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
387 {
388 if (value.IsFinite())
389 {
390 if (value.Z > 9999999f)
391 {
392 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
393 }
394 if (value.Z < -100f)
395 {
396 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
397 }
398 AddChange(changes.Position, value);
399 }
400 else
401 {
402 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
403 }
404 }
405 }
406 }
407
408 public override Vector3 RotationalVelocity
409 {
410 get { return m_rotationalVelocity; }
411 set { m_rotationalVelocity = value; }
412 }
413
414 /// <summary>
415 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
416 /// and use it to offset landings properly
417 /// </summary>
418 public override Vector3 Size
419 {
420 get {
421 float d = CAPSULE_RADIUS * 2;
422 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
423 set
424 {
425 if (value.IsFinite())
426 {
427 AddChange(changes.Size, value);
428 }
429 else
430 {
431 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
432 }
433 }
434 }
435
436 /// <summary>
437 /// This creates the Avatar's physical Surrogate at the position supplied
438 /// </summary>
439 /// <param name="npositionX"></param>
440 /// <param name="npositionY"></param>
441 /// <param name="npositionZ"></param>
442
443 //
444 /// <summary>
445 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
446 /// This may be used in calculations in the scene/scenepresence
447 /// </summary>
448 public override float Mass
449 {
450 get
451 {
452 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
453 return m_density * AVvolume;
454 }
455 }
456 public override void link(PhysicsActor obj)
457 {
458
459 }
460
461 public override void delink()
462 {
463
464 }
465
466 public override void LockAngularMotion(Vector3 axis)
467 {
468
469 }
470
471
472 public override Vector3 Force
473 {
474 get { return _target_velocity; }
475 set { return; }
476 }
477
478 public override int VehicleType
479 {
480 get { return 0; }
481 set { return; }
482 }
483
484 public override void VehicleFloatParam(int param, float value)
485 {
486
487 }
488
489 public override void VehicleVectorParam(int param, Vector3 value)
490 {
491
492 }
493
494 public override void VehicleRotationParam(int param, Quaternion rotation)
495 {
496
497 }
498
499 public override void VehicleFlags(int param, bool remove)
500 {
501
502 }
503
504 public override void SetVolumeDetect(int param)
505 {
506
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get
512 {
513 Vector3 pos = _position;
514 return pos;
515 }
516 }
517
518 public override Vector3 GeometricCenter
519 {
520 get
521 {
522 Vector3 pos = _position;
523 return pos;
524 }
525 }
526
527 //UBit mess
528 /* for later use
529 public override Vector3 PrimOOBsize
530 {
531 get
532 {
533 Vector3 s=Size;
534 s.X *=0.5f;
535 s.Y *=0.5f;
536 s.Z *=0.5f;
537 return s;
538 }
539 }
540
541 public override Vector3 PrimOOBoffset
542 {
543 get
544 {
545 return Vector3.Zero;
546 }
547 }
548 */
549
550 public override PrimitiveBaseShape Shape
551 {
552 set { return; }
553 }
554
555 public override Vector3 Velocity
556 {
557 get
558 {
559 return _velocity;
560 }
561 set
562 {
563 if (value.IsFinite())
564 {
565 AddChange(changes.Velocity, value);
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
570 }
571 }
572 }
573
574 public override Vector3 Torque
575 {
576 get { return Vector3.Zero; }
577 set { return; }
578 }
579
580 public override float CollisionScore
581 {
582 get { return 0f; }
583 set { }
584 }
585
586 public override bool Kinematic
587 {
588 get { return false; }
589 set { }
590 }
591
592 public override Quaternion Orientation
593 {
594 get { return Quaternion.Identity; }
595 set
596 {
597 }
598 }
599
600 public override Vector3 Acceleration
601 {
602 get { return _acceleration; }
603 set { }
604 }
605
606 public void SetAcceleration(Vector3 accel)
607 {
608 m_pidControllerActive = true;
609 _acceleration = accel;
610 }
611
612 /// <summary>
613 /// Adds the force supplied to the Target Velocity
614 /// The PID controller takes this target velocity and tries to make it a reality
615 /// </summary>
616 /// <param name="force"></param>
617 public override void AddForce(Vector3 force, bool pushforce)
618 {
619 if (force.IsFinite())
620 {
621 if (pushforce)
622 {
623 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
624 }
625 else
626 {
627 AddChange(changes.Velocity, force);
628 }
629 }
630 else
631 {
632 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
633 }
634 //m_lastUpdateSent = false;
635 }
636
637 public override void AddAngularForce(Vector3 force, bool pushforce)
638 {
639
640 }
641
642 public override void SetMomentum(Vector3 momentum)
643 {
644 }
645
646
647 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
648 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
649 // place that is safe to call this routine AvatarGeomAndBodyCreation.
650 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
651 {
652 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
653 if (CAPSULE_LENGTH <= 0)
654 {
655 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
656 CAPSULE_LENGTH = 0.01f;
657
658 }
659
660 if (CAPSULE_RADIUS <= 0)
661 {
662 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
663 CAPSULE_RADIUS = 0.01f;
664
665 }
666 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
667
668 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
669 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
670
671 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
672
673 m_mass = ShellMass.mass; // update mass
674
675 // rescale PID parameters
676 PID_D = _parent_scene.avPIDD;
677 PID_P = _parent_scene.avPIDP;
678
679 // rescale PID parameters so that this aren't affected by mass
680 // and so don't get unstable for some masses
681 // also scale by ode time step so you don't need to refix them
682
683 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
684 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
685 PID_P /= 50 * 80;
686 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
687
688 Body = d.BodyCreate(_parent_scene.world);
689
690 d.BodySetAutoDisableFlag(Body, false);
691 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
692
693 _position.X = npositionX;
694 _position.Y = npositionY;
695 _position.Z = npositionZ;
696
697 d.BodySetMass(Body, ref ShellMass);
698 d.GeomSetBody(Shell, Body);
699
700 // The purpose of the AMotor here is to keep the avatar's physical
701 // surrogate from rotating while moving
702 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
703 d.JointAttach(Amotor, Body, IntPtr.Zero);
704
705 d.JointSetAMotorMode(Amotor, 0);
706 d.JointSetAMotorNumAxes(Amotor, 3);
707 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
708 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
709 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
710
711 d.JointSetAMotorAngle(Amotor, 0, 0);
712 d.JointSetAMotorAngle(Amotor, 1, 0);
713 d.JointSetAMotorAngle(Amotor, 2, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
721
722 // These lowstops and high stops are effectively (no wiggle room)
723 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
729
730 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
731 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
732 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
733
734 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
735 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
736 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
737 }
738
739 /// <summary>
740 /// Destroys the avatar body and geom
741
742 private void AvatarGeomAndBodyDestroy()
743 {
744 // Kill the Amotor
745 if (Amotor != IntPtr.Zero)
746 {
747 d.JointDestroy(Amotor);
748 Amotor = IntPtr.Zero;
749 }
750
751 if (Body != IntPtr.Zero)
752 {
753 //kill the body
754 d.BodyDestroy(Body);
755 Body = IntPtr.Zero;
756 }
757
758 //kill the Geometry
759 if (Shell != IntPtr.Zero)
760 {
761 _parent_scene.geom_name_map.Remove(Shell);
762 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
763 d.GeomDestroy(Shell);
764 _parent_scene.geom_name_map.Remove(Shell);
765 Shell = IntPtr.Zero;
766 }
767 }
768
769 /// <summary>
770 /// Called from Simulate
771 /// This is the avatar's movement control + PID Controller
772 /// </summary>
773 /// <param name="timeStep"></param>
774 public void Move(float timeStep, List<OdeCharacter> defects)
775 {
776 // no lock; for now it's only called from within Simulate()
777
778 // If the PID Controller isn't active then we set our force
779 // calculating base velocity to the current position
780
781 if (Body == IntPtr.Zero)
782 return;
783
784 d.Vector3 dtmp;
785 d.BodyCopyPosition(Body, out dtmp);
786 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
787
788 // the Amotor still lets avatar rotation to drift during colisions
789 // so force it back to identity
790
791 d.Quaternion qtmp;
792 qtmp.W = 1;
793 qtmp.X = 0;
794 qtmp.Y = 0;
795 qtmp.Z = 0;
796 d.BodySetQuaternion(Body, ref qtmp);
797
798 if (m_pidControllerActive == false)
799 {
800 _zeroPosition = localpos;
801 }
802 //PidStatus = true;
803
804
805 if (!localpos.IsFinite())
806 {
807
808 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
809 defects.Add(this);
810 // _parent_scene.RemoveCharacter(this);
811
812 // destroy avatar capsule and related ODE data
813 AvatarGeomAndBodyDestroy();
814
815 return;
816 }
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821
822 float movementdivisor = 1f;
823 //Ubit change divisions into multiplications below
824 if (!m_alwaysRun)
825 {
826 movementdivisor = 1 / walkDivisor;
827 }
828 else
829 {
830 movementdivisor = 1 / runDivisor;
831 }
832
833 // colide with land
834
835 d.AABB aabb;
836 d.GeomGetAABB(Shell, out aabb);
837 float chrminZ = aabb.MinZ;
838
839 Vector3 posch = localpos;
840
841 float ftmp;
842
843 if (flying)
844 {
845 ftmp = timeStep;
846 posch.X += vel.X * ftmp;
847 posch.Y += vel.Y * ftmp;
848 }
849
850 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
851 if (chrminZ < terrainheight)
852 {
853 float depth = terrainheight - chrminZ;
854 if (!flying)
855 {
856 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
857 }
858 else
859 vec.Z = depth * PID_P * 50;
860
861 /*
862 Vector3 vtmp;
863 vtmp.X = _target_velocity.X * timeStep;
864 vtmp.Y = _target_velocity.Y * timeStep;
865 // fake and avoid squares
866 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
867 if (k > 0)
868 {
869 posch.X += vtmp.X;
870 posch.Y += vtmp.Y;
871 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
872 k = 1 + Math.Abs(terrainheight) / k;
873 movementdivisor /= k;
874
875 if (k < 1)
876 k = 1;
877 }
878 */
879
880
881 if (depth < 0.1f)
882 {
883 m_iscolliding = true;
884 m_colliderfilter = 2;
885 m_iscollidingGround = true;
886
887 ContactPoint contact = new ContactPoint();
888 contact.PenetrationDepth = depth;
889 contact.Position.X = localpos.X;
890 contact.Position.Y = localpos.Y;
891 contact.Position.Z = chrminZ;
892 contact.SurfaceNormal.X = 0f;
893 contact.SurfaceNormal.Y = 0f;
894 contact.SurfaceNormal.Z = -1f;
895 AddCollisionEvent(0, contact);
896
897 vec.Z *= 0.5f;
898 }
899
900 else
901 m_iscollidingGround = false;
902 }
903 else
904 m_iscollidingGround = false;
905
906
907 // if velocity is zero, use position control; otherwise, velocity control
908 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
909 && m_iscolliding)
910 {
911 // keep track of where we stopped. No more slippin' & slidin'
912 if (!_zeroFlag)
913 {
914 _zeroFlag = true;
915 _zeroPosition = localpos;
916 }
917 if (m_pidControllerActive)
918 {
919 // We only want to deactivate the PID Controller if we think we want to have our surrogate
920 // react to the physics scene by moving it's position.
921 // Avatar to Avatar collisions
922 // Prim to avatar collisions
923
924 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
925 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
926 if (flying)
927 {
928 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
929 }
930 }
931 //PidStatus = true;
932 }
933 else
934 {
935 m_pidControllerActive = true;
936 _zeroFlag = false;
937
938 if (m_iscolliding)
939 {
940 if (!flying)
941 {
942 if (_target_velocity.Z > 0.0f)
943 {
944 // We're colliding with something and we're not flying but we're moving
945 // This means we're walking or running. JUMPING
946 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
947 }
948 // We're standing on something
949 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
950 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
951 }
952 else
953 {
954 // We're flying and colliding with something
955 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
956 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
957 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
958 }
959 }
960 else // ie not colliding
961 {
962 if (flying) //(!m_iscolliding && flying)
963 {
964 // we're in mid air suspended
965 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
966 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
967 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
968 }
969
970 else
971 {
972 // we're not colliding and we're not flying so that means we're falling!
973 // m_iscolliding includes collisions with the ground.
974
975 // d.Vector3 pos = d.BodyGetPosition(Body);
976 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
977 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
978 }
979 }
980 }
981
982 if (flying)
983 {
984 vec.Z -= _parent_scene.gravityz * m_mass;
985
986 //Added for auto fly height. Kitto Flora
987 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
988
989 if (localpos.Z < target_altitude)
990 {
991 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
992 }
993 // end add Kitto Flora
994 }
995
996 if (vec.IsFinite())
997 {
998 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
999 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1000 }
1001 else
1002 {
1003 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1004 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1005 defects.Add(this);
1006 // _parent_scene.RemoveCharacter(this);
1007 // destroy avatar capsule and related ODE data
1008 AvatarGeomAndBodyDestroy();
1009 }
1010 }
1011
1012 /// <summary>
1013 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1014 /// </summary>
1015 public void UpdatePositionAndVelocity()
1016 {
1017 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1018 if (Body == IntPtr.Zero)
1019 return;
1020
1021 d.Vector3 vec;
1022 try
1023 {
1024 d.BodyCopyPosition(Body, out vec);
1025 }
1026 catch (NullReferenceException)
1027 {
1028 bad = true;
1029 _parent_scene.BadCharacter(this);
1030 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1031 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1032 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1033 }
1034
1035 _position.X = vec.X;
1036 _position.Y = vec.Y;
1037 _position.Z = vec.Z;
1038
1039 bool fixbody = false;
1040
1041 if (_position.X < 0.0f)
1042 {
1043 fixbody = true;
1044 _position.X = 0.1f;
1045 }
1046 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1047 {
1048 fixbody = true;
1049 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1050 }
1051
1052 if (_position.Y < 0.0f)
1053 {
1054 fixbody = true;
1055 _position.Y = 0.1f;
1056 }
1057 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1058 {
1059 fixbody = true;
1060 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1061 }
1062
1063 if (fixbody)
1064 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1065
1066 // Did we move last? = zeroflag
1067 // This helps keep us from sliding all over
1068/*
1069 if (_zeroFlag)
1070 {
1071 _velocity.X = 0.0f;
1072 _velocity.Y = 0.0f;
1073 _velocity.Z = 0.0f;
1074
1075 // Did we send out the 'stopped' message?
1076 if (!m_lastUpdateSent)
1077 {
1078 m_lastUpdateSent = true;
1079 base.RequestPhysicsterseUpdate();
1080 }
1081 }
1082 else
1083 {
1084 m_lastUpdateSent = false;
1085 */
1086 try
1087 {
1088 vec = d.BodyGetLinearVel(Body);
1089 }
1090 catch (NullReferenceException)
1091 {
1092 vec.X = _velocity.X;
1093 vec.Y = _velocity.Y;
1094 vec.Z = _velocity.Z;
1095 }
1096 _velocity.X = (vec.X);
1097 _velocity.Y = (vec.Y);
1098 _velocity.Z = (vec.Z);
1099 // }
1100 }
1101
1102 /// <summary>
1103 /// Cleanup the things we use in the scene.
1104 /// </summary>
1105 public void Destroy()
1106 {
1107 AddChange(changes.Remove, null);
1108 }
1109
1110 public override void CrossingFailure()
1111 {
1112 }
1113
1114 public override Vector3 PIDTarget { set { return; } }
1115 public override bool PIDActive { set { return; } }
1116 public override float PIDTau { set { return; } }
1117
1118 public override float PIDHoverHeight { set { return; } }
1119 public override bool PIDHoverActive { set { return; } }
1120 public override PIDHoverType PIDHoverType { set { return; } }
1121 public override float PIDHoverTau { set { return; } }
1122
1123 public override Quaternion APIDTarget { set { return; } }
1124
1125 public override bool APIDActive { set { return; } }
1126
1127 public override float APIDStrength { set { return; } }
1128
1129 public override float APIDDamping { set { return; } }
1130
1131
1132 public override void SubscribeEvents(int ms)
1133 {
1134 m_requestedUpdateFrequency = ms;
1135 m_eventsubscription = ms;
1136 _parent_scene.AddCollisionEventReporting(this);
1137 m_haseventsubscription = true;
1138 }
1139
1140 public override void UnSubscribeEvents()
1141 {
1142 m_haseventsubscription = false;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 m_requestedUpdateFrequency = 0;
1145 m_eventsubscription = 0;
1146 }
1147
1148 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1149 {
1150 if (m_haseventsubscription)
1151 {
1152 // m_log.DebugFormat(
1153 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1154
1155 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1156 }
1157 }
1158
1159 public void SendCollisions()
1160 {
1161 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1162 {
1163 if (CollisionEventsThisFrame != null)
1164 {
1165 base.SendCollisionUpdate(CollisionEventsThisFrame);
1166 }
1167 CollisionEventsThisFrame = new CollisionEventUpdate();
1168 m_eventsubscription = 0;
1169 }
1170 }
1171
1172 public override bool SubscribedEvents()
1173 {
1174 return m_haseventsubscription;
1175 }
1176
1177 private void changePhysicsStatus(bool NewStatus)
1178 {
1179 if (NewStatus != m_isPhysical)
1180 {
1181 if (NewStatus)
1182 {
1183 // Create avatar capsule and related ODE data
1184 if ((Shell != IntPtr.Zero))
1185 {
1186 // a lost shell ?
1187 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1188 + (Shell != IntPtr.Zero ? "Shell " : "")
1189 + (Body != IntPtr.Zero ? "Body " : "")
1190 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1191 AvatarGeomAndBodyDestroy();
1192 }
1193
1194 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1195 _parent_scene.geom_name_map[Shell] = m_name;
1196 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1197 _parent_scene.AddCharacter(this);
1198 }
1199 else
1200 {
1201 _parent_scene.RemoveCharacter(this);
1202 // destroy avatar capsule and related ODE data
1203 AvatarGeomAndBodyDestroy();
1204 }
1205
1206 m_isPhysical = NewStatus;
1207 }
1208 }
1209
1210 private void changeAdd()
1211 {
1212 changePhysicsStatus(true);
1213 }
1214
1215 private void changeRemove()
1216 {
1217 changePhysicsStatus(false);
1218 }
1219
1220 private void changeShape(PrimitiveBaseShape arg)
1221 {
1222 }
1223
1224 private void changeSize(Vector3 Size)
1225 {
1226 if (Size.IsFinite())
1227 {
1228 float caplen = Size.Z;
1229
1230 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1231
1232 if (caplen != CAPSULE_LENGTH)
1233 {
1234 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1235 {
1236 AvatarGeomAndBodyDestroy();
1237
1238 float prevCapsule = CAPSULE_LENGTH;
1239 CAPSULE_LENGTH = caplen;
1240
1241 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1242 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1243
1244 Velocity = Vector3.Zero;
1245
1246 _parent_scene.geom_name_map[Shell] = m_name;
1247 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1248 }
1249 else
1250 {
1251 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1252 + (Shell == IntPtr.Zero ? "Shell " : "")
1253 + (Body == IntPtr.Zero ? "Body " : "")
1254 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1255 }
1256 }
1257
1258 m_pidControllerActive = true;
1259 }
1260 else
1261 {
1262 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1263 }
1264 }
1265
1266 private void changePosition( Vector3 newPos)
1267 {
1268 if (Body != IntPtr.Zero)
1269 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1270 _position = newPos;
1271 }
1272
1273 private void changeOrientation(Quaternion newOri)
1274 {
1275 }
1276
1277 private void changeVelocity(Vector3 newVel)
1278 {
1279 m_pidControllerActive = true;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void changeForce(Vector3 newForce)
1320 {
1321 m_pidControllerActive = false;
1322 if (Body != IntPtr.Zero)
1323 {
1324 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1325 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1326 }
1327 }
1328
1329 private void donullchange()
1330 {
1331 }
1332
1333 public bool DoAChange(changes what, object arg)
1334 {
1335 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1336 {
1337 return false;
1338 }
1339
1340 // nasty switch
1341 switch (what)
1342 {
1343 case changes.Add:
1344 changeAdd();
1345 break;
1346 case changes.Remove:
1347 changeRemove();
1348 break;
1349
1350 case changes.Position:
1351 changePosition((Vector3)arg);
1352 break;
1353
1354 case changes.Orientation:
1355 changeOrientation((Quaternion)arg);
1356 break;
1357
1358 case changes.PosOffset:
1359 donullchange();
1360 break;
1361
1362 case changes.OriOffset:
1363 donullchange();
1364 break;
1365
1366 case changes.Velocity:
1367 changeVelocity((Vector3)arg);
1368 break;
1369
1370 // case changes.Acceleration:
1371 // changeacceleration((Vector3)arg);
1372 // break;
1373 // case changes.AngVelocity:
1374 // changeangvelocity((Vector3)arg);
1375 // break;
1376
1377 case changes.Force:
1378 changeForce((Vector3)arg);
1379 break;
1380
1381 case changes.Torque:
1382 changeSetTorque((Vector3)arg);
1383 break;
1384
1385 case changes.AddForce:
1386 changeAddForce((Vector3)arg);
1387 break;
1388
1389 case changes.AddAngForce:
1390 changeAddAngularForce((Vector3)arg);
1391 break;
1392
1393 case changes.AngLock:
1394 changeAngularLock((Vector3)arg);
1395 break;
1396
1397 case changes.Size:
1398 changeSize((Vector3)arg);
1399 break;
1400/* not in use for now
1401 case changes.Shape:
1402 changeShape((PrimitiveBaseShape)arg);
1403 break;
1404
1405 case changes.CollidesWater:
1406 changeFloatOnWater((bool)arg);
1407 break;
1408
1409 case changes.VolumeDtc:
1410 changeVolumedetetion((bool)arg);
1411 break;
1412
1413 case changes.Physical:
1414 changePhysicsStatus((bool)arg);
1415 break;
1416
1417 case changes.Selected:
1418 changeSelectedStatus((bool)arg);
1419 break;
1420
1421 case changes.disabled:
1422 changeDisable((bool)arg);
1423 break;
1424
1425 case changes.building:
1426 changeBuilding((bool)arg);
1427 break;
1428*/
1429 case changes.Null:
1430 donullchange();
1431 break;
1432
1433 default:
1434 donullchange();
1435 break;
1436 }
1437 return false;
1438 }
1439
1440 public void AddChange(changes what, object arg)
1441 {
1442 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1443 }
1444
1445
1446 internal void AddCollisionFrameTime(int p)
1447 {
1448 // protect it from overflow crashing
1449 if (m_eventsubscription + p >= int.MaxValue)
1450 m_eventsubscription = 0;
1451 m_eventsubscription += p;
1452 }
1453 }
1454}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..d0b4546
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,993 @@
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 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122 private float m_ffactor = 1.0f;
123
124 public float FrictionFactor
125 {
126 get
127 {
128 return m_ffactor;
129 }
130 }
131
132 public ODEDynamics(OdePrim rootp)
133 {
134 rootPrim = rootp;
135 _pParentScene = rootPrim._parent_scene;
136 }
137
138 public void DoSetVehicle(VehicleData vd)
139 {
140
141 float timestep = _pParentScene.ODE_STEPSIZE;
142 float invtimestep = 1.0f / timestep;
143
144 m_type = vd.m_type;
145 m_flags = vd.m_flags;
146
147 // Linear properties
148 m_linearMotorDirection = vd.m_linearMotorDirection;
149
150 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
151 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
152 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
153 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
154
155 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
156 if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
157 m_linearMotorDecayTimescale *= invtimestep;
158
159 m_linearMotorTimescale = vd.m_linearMotorTimescale;
160 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
161
162
163 m_linearMotorOffset = vd.m_linearMotorOffset;
164
165 //Angular properties
166 m_angularMotorDirection = vd.m_angularMotorDirection;
167 m_angularMotorTimescale = vd.m_angularMotorTimescale;
168 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
169
170 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
171 if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
172 m_angularMotorDecayTimescale *= invtimestep;
173
174 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
175 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
176 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
177 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
178
179 //Deflection properties
180 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
181 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
182 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
183
184 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
185 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
186 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
187
188 //Banking properties
189 m_bankingEfficiency = vd.m_bankingEfficiency;
190 m_bankingMix = vd.m_bankingMix;
191 m_bankingTimescale = vd.m_bankingTimescale;
192 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
193
194 //Hover and Buoyancy properties
195 m_VhoverHeight = vd.m_VhoverHeight;
196 m_VhoverEfficiency = vd.m_VhoverEfficiency;
197 m_VhoverTimescale = vd.m_VhoverTimescale;
198 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
199
200 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
201
202 //Attractor properties
203 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
204 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
205 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
206
207 // Axis
208 m_referenceFrame = vd.m_referenceFrame;
209
210 m_lmEfect = 0;
211 m_amEfect = 0;
212 m_ffactor = 1.0f;
213 }
214
215 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
216 {
217 float len;
218 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
219 float timestep = _pParentScene.ODE_STEPSIZE;
220
221 switch (pParam)
222 {
223 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
224 if (pValue < 0f) pValue = 0f;
225 if (pValue > 1f) pValue = 1f;
226 m_angularDeflectionEfficiency = pValue;
227 break;
228 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
229 if (pValue < timestep) pValue = timestep;
230 m_angularDeflectionTimescale = pValue;
231 break;
232 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
233 // if (pValue < timestep) pValue = timestep;
234 // try to make impulses to work a bit better
235 if (pValue < 0.5f) pValue = 0.5f;
236 else if (pValue > 120) pValue = 120;
237 m_angularMotorDecayTimescale = pValue * invtimestep;
238 break;
239 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
240 if (pValue < timestep) pValue = timestep;
241 m_angularMotorTimescale = pValue;
242 break;
243 case Vehicle.BANKING_EFFICIENCY:
244 if (pValue < -1f) pValue = -1f;
245 if (pValue > 1f) pValue = 1f;
246 m_bankingEfficiency = pValue;
247 break;
248 case Vehicle.BANKING_MIX:
249 if (pValue < 0f) pValue = 0f;
250 if (pValue > 1f) pValue = 1f;
251 m_bankingMix = pValue;
252 break;
253 case Vehicle.BANKING_TIMESCALE:
254 if (pValue < timestep) pValue = timestep;
255 m_bankingTimescale = pValue;
256 break;
257 case Vehicle.BUOYANCY:
258 if (pValue < -1f) pValue = -1f;
259 if (pValue > 1f) pValue = 1f;
260 m_VehicleBuoyancy = pValue;
261 break;
262 case Vehicle.HOVER_EFFICIENCY:
263 if (pValue < 0f) pValue = 0f;
264 if (pValue > 1f) pValue = 1f;
265 m_VhoverEfficiency = pValue;
266 break;
267 case Vehicle.HOVER_HEIGHT:
268 m_VhoverHeight = pValue;
269 break;
270 case Vehicle.HOVER_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_VhoverTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
275 if (pValue < 0f) pValue = 0f;
276 if (pValue > 1f) pValue = 1f;
277 m_linearDeflectionEfficiency = pValue;
278 break;
279 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
280 if (pValue < timestep) pValue = timestep;
281 m_linearDeflectionTimescale = pValue;
282 break;
283 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
284 // if (pValue < timestep) pValue = timestep;
285 // try to make impulses to work a bit better
286 if (pValue < 0.5f) pValue = 0.5f;
287 else if (pValue > 120) pValue = 120;
288 m_linearMotorDecayTimescale = pValue * invtimestep;
289 break;
290 case Vehicle.LINEAR_MOTOR_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_linearMotorTimescale = pValue;
293 break;
294 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
295 if (pValue < 0f) pValue = 0f;
296 if (pValue > 1f) pValue = 1f;
297 m_verticalAttractionEfficiency = pValue;
298 break;
299 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
300 if (pValue < timestep) pValue = timestep;
301 m_verticalAttractionTimescale = pValue;
302 break;
303
304 // These are vector properties but the engine lets you use a single float value to
305 // set all of the components to the same value
306 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
307 if (pValue < timestep) pValue = timestep;
308 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
309 break;
310 case Vehicle.ANGULAR_MOTOR_DIRECTION:
311 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
312 len = m_angularMotorDirection.Length();
313 if (len > 12.566f)
314 m_angularMotorDirection *= (12.566f / len);
315 m_amEfect = 1.0f; // turn it on
316 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
317 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
318 d.BodyEnable(rootPrim.Body);
319 break;
320 case Vehicle.LINEAR_FRICTION_TIMESCALE:
321 if (pValue < timestep) pValue = timestep;
322 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.LINEAR_MOTOR_DIRECTION:
325 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_linearMotorDirection.Length();
327 if (len > 30.0f)
328 m_linearMotorDirection *= (30.0f / len);
329 m_lmEfect = 1.0f; // turn it on
330 m_ffactor = 0.01f;
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_MOTOR_OFFSET:
336 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
337 len = m_linearMotorOffset.Length();
338 if (len > 100.0f)
339 m_linearMotorOffset *= (100.0f / len);
340 break;
341 }
342 }//end ProcessFloatVehicleParam
343
344 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
345 {
346 float len;
347 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
348 float timestep = _pParentScene.ODE_STEPSIZE;
349 switch (pParam)
350 {
351 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
352 if (pValue.X < timestep) pValue.X = timestep;
353 if (pValue.Y < timestep) pValue.Y = timestep;
354 if (pValue.Z < timestep) pValue.Z = timestep;
355
356 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 break;
358 case Vehicle.ANGULAR_MOTOR_DIRECTION:
359 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
360 // Limit requested angular speed to 2 rps= 4 pi rads/sec
361 len = m_angularMotorDirection.Length();
362 if (len > 12.566f)
363 m_angularMotorDirection *= (12.566f / len);
364 m_amEfect = 1.0f; // turn it on
365 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
366 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
367 d.BodyEnable(rootPrim.Body);
368 break;
369 case Vehicle.LINEAR_FRICTION_TIMESCALE:
370 if (pValue.X < timestep) pValue.X = timestep;
371 if (pValue.Y < timestep) pValue.Y = timestep;
372 if (pValue.Z < timestep) pValue.Z = timestep;
373 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.LINEAR_MOTOR_DIRECTION:
376 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorDirection.Length();
378 if (len > 30.0f)
379 m_linearMotorDirection *= (30.0f / len);
380 m_lmEfect = 1.0f; // turn it on
381 m_ffactor = 0.01f;
382 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
383 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
384 d.BodyEnable(rootPrim.Body);
385 break;
386 case Vehicle.LINEAR_MOTOR_OFFSET:
387 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
388 len = m_linearMotorOffset.Length();
389 if (len > 100.0f)
390 m_linearMotorOffset *= (100.0f / len);
391 break;
392 case Vehicle.BLOCK_EXIT:
393 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 }
396 }//end ProcessVectorVehicleParam
397
398 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
399 {
400 switch (pParam)
401 {
402 case Vehicle.REFERENCE_FRAME:
403 m_referenceFrame = Quaternion.Inverse(pValue);
404 break;
405 case Vehicle.ROLL_FRAME:
406 m_RollreferenceFrame = pValue;
407 break;
408 }
409 }//end ProcessRotationVehicleParam
410
411 internal void ProcessVehicleFlags(int pParam, bool remove)
412 {
413 if (remove)
414 {
415 m_flags &= ~((VehicleFlag)pParam);
416 }
417 else
418 {
419 m_flags |= (VehicleFlag)pParam;
420 }
421 }//end ProcessVehicleFlags
422
423 internal void ProcessTypeChange(Vehicle pType)
424 {
425 float invtimestep = _pParentScene.ODE_STEPSIZE;
426 m_lmEfect = 0;
427 m_amEfect = 0;
428 m_ffactor = 1f;
429
430 m_linearMotorDirection = Vector3.Zero;
431 m_angularMotorDirection = Vector3.Zero;
432
433 m_BlockingEndPoint = Vector3.Zero;
434 m_RollreferenceFrame = Quaternion.Identity;
435 m_linearMotorOffset = Vector3.Zero;
436
437 m_referenceFrame = Quaternion.Identity;
438
439 // Set Defaults For Type
440 m_type = pType;
441 switch (pType)
442 {
443 case Vehicle.TYPE_NONE:
444 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
445 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
446 m_linearMotorTimescale = 1000;
447 m_linearMotorDecayTimescale = 120;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000;
450 m_VhoverHeight = 0;
451 m_VhoverEfficiency = 1;
452 m_VhoverTimescale = 1000;
453 m_VehicleBuoyancy = 0;
454 m_linearDeflectionEfficiency = 0;
455 m_linearDeflectionTimescale = 1000;
456 m_angularDeflectionEfficiency = 0;
457 m_angularDeflectionTimescale = 1000;
458 m_bankingEfficiency = 0;
459 m_bankingMix = 1;
460 m_bankingTimescale = 1000;
461 m_verticalAttractionEfficiency = 0;
462 m_verticalAttractionTimescale = 1000;
463
464 m_flags = (VehicleFlag)0;
465 break;
466
467 case Vehicle.TYPE_SLED:
468 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
469 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_linearMotorTimescale = 1000;
471 m_linearMotorDecayTimescale = 120 * invtimestep;
472 m_angularMotorTimescale = 1000;
473 m_angularMotorDecayTimescale = 120 * invtimestep;
474 m_VhoverHeight = 0;
475 m_VhoverEfficiency = 1;
476 m_VhoverTimescale = 10;
477 m_VehicleBuoyancy = 0;
478 m_linearDeflectionEfficiency = 1;
479 m_linearDeflectionTimescale = 1;
480 m_angularDeflectionEfficiency = 0;
481 m_angularDeflectionTimescale = 1000;
482 m_bankingEfficiency = 0;
483 m_bankingMix = 1;
484 m_bankingTimescale = 10;
485 m_flags &=
486 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
487 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
488 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
489 break;
490 case Vehicle.TYPE_CAR:
491 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1;
494 m_linearMotorDecayTimescale = 60 * invtimestep;
495 m_angularMotorTimescale = 1;
496 m_angularMotorDecayTimescale = 0.8f * invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 0;
499 m_VhoverTimescale = 1000;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 2;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1f;
506 m_verticalAttractionTimescale = 10f;
507 m_bankingEfficiency = -0.2f;
508 m_bankingMix = 1;
509 m_bankingTimescale = 1;
510 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
512 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
513 break;
514 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2);
516 m_angularFrictionTimescale = new Vector3(10, 10, 10);
517 m_linearMotorTimescale = 5;
518 m_linearMotorDecayTimescale = 60 * invtimestep;
519 m_angularMotorTimescale = 4;
520 m_angularMotorDecayTimescale = 4 * invtimestep;
521 m_VhoverHeight = 0;
522 m_VhoverEfficiency = 0.5f;
523 m_VhoverTimescale = 2;
524 m_VehicleBuoyancy = 1;
525 m_linearDeflectionEfficiency = 0.5f;
526 m_linearDeflectionTimescale = 3;
527 m_angularDeflectionEfficiency = 0.5f;
528 m_angularDeflectionTimescale = 5;
529 m_verticalAttractionEfficiency = 0.5f;
530 m_verticalAttractionTimescale = 5f;
531 m_bankingEfficiency = -0.3f;
532 m_bankingMix = 0.8f;
533 m_bankingTimescale = 1;
534 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
535 VehicleFlag.HOVER_GLOBAL_HEIGHT |
536 VehicleFlag.HOVER_UP_ONLY |
537 VehicleFlag.LIMIT_ROLL_ONLY);
538 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
539 VehicleFlag.LIMIT_MOTOR_UP |
540 VehicleFlag.HOVER_WATER_ONLY);
541 break;
542 case Vehicle.TYPE_AIRPLANE:
543 m_linearFrictionTimescale = new Vector3(200, 10, 5);
544 m_angularFrictionTimescale = new Vector3(20, 20, 20);
545 m_linearMotorTimescale = 2;
546 m_linearMotorDecayTimescale = 60 * invtimestep;
547 m_angularMotorTimescale = 4;
548 m_angularMotorDecayTimescale = 8 * invtimestep;
549 m_VhoverHeight = 0;
550 m_VhoverEfficiency = 0.5f;
551 m_VhoverTimescale = 1000;
552 m_VehicleBuoyancy = 0;
553 m_linearDeflectionEfficiency = 0.5f;
554 m_linearDeflectionTimescale = 0.5f;
555 m_angularDeflectionEfficiency = 1;
556 m_angularDeflectionTimescale = 2;
557 m_verticalAttractionEfficiency = 0.9f;
558 m_verticalAttractionTimescale = 2f;
559 m_bankingEfficiency = 1;
560 m_bankingMix = 0.7f;
561 m_bankingTimescale = 2;
562 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
563 VehicleFlag.HOVER_TERRAIN_ONLY |
564 VehicleFlag.HOVER_GLOBAL_HEIGHT |
565 VehicleFlag.HOVER_UP_ONLY |
566 VehicleFlag.NO_DEFLECTION_UP |
567 VehicleFlag.LIMIT_MOTOR_UP);
568 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
569 break;
570 case Vehicle.TYPE_BALLOON:
571 m_linearFrictionTimescale = new Vector3(5, 5, 5);
572 m_angularFrictionTimescale = new Vector3(10, 10, 10);
573 m_linearMotorTimescale = 5;
574 m_linearMotorDecayTimescale = 60 * invtimestep;
575 m_angularMotorTimescale = 6;
576 m_angularMotorDecayTimescale = 10 * invtimestep;
577 m_VhoverHeight = 5;
578 m_VhoverEfficiency = 0.8f;
579 m_VhoverTimescale = 10;
580 m_VehicleBuoyancy = 1;
581 m_linearDeflectionEfficiency = 0;
582 m_linearDeflectionTimescale = 5 * invtimestep;
583 m_angularDeflectionEfficiency = 0;
584 m_angularDeflectionTimescale = 5;
585 m_verticalAttractionEfficiency = 0f;
586 m_verticalAttractionTimescale = 1000f;
587 m_bankingEfficiency = 0;
588 m_bankingMix = 0.7f;
589 m_bankingTimescale = 5;
590 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
591 VehicleFlag.HOVER_TERRAIN_ONLY |
592 VehicleFlag.HOVER_UP_ONLY |
593 VehicleFlag.NO_DEFLECTION_UP |
594 VehicleFlag.LIMIT_MOTOR_UP);
595 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
596 VehicleFlag.HOVER_GLOBAL_HEIGHT);
597 break;
598 }
599
600 }//end SetDefaultsForType
601
602 internal void Stop()
603 {
604 m_lmEfect = 0;
605 m_amEfect = 0;
606 m_ffactor = 1f;
607 }
608
609 public static Vector3 Xrot(Quaternion rot)
610 {
611 Vector3 vec;
612 rot.Normalize(); // just in case
613 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
614 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
615 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
616 return vec;
617 }
618
619 public static Vector3 Zrot(Quaternion rot)
620 {
621 Vector3 vec;
622 rot.Normalize(); // just in case
623 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
624 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
625 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
626
627 return vec;
628 }
629
630 private const float pi = (float)Math.PI;
631 private const float halfpi = 0.5f * (float)Math.PI;
632
633 public static Vector3 ubitRot2Euler(Quaternion rot)
634 {
635 // returns roll in X
636 // pitch in Y
637 // yaw in Z
638 Vector3 vec;
639
640 // assuming rot is normalised
641 // rot.Normalize();
642
643 float zX = rot.X * rot.Z + rot.Y * rot.W;
644
645 if (zX < -0.49999f)
646 {
647 vec.X = 0;
648 vec.Y = -halfpi;
649 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
650 }
651 else if (zX > 0.49999f)
652 {
653 vec.X = 0;
654 vec.Y = halfpi;
655 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
656 }
657 else
658 {
659 vec.Y = (float)Math.Asin(2 * zX);
660
661 float sqw = rot.W * rot.W;
662
663 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
664 float zZ = rot.Z * rot.Z + sqw - 0.5f;
665
666 vec.X = (float)Math.Atan2(minuszY, zZ);
667
668 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
669 float yY = rot.X * rot.X + sqw - 0.5f;
670 vec.Z = (float)Math.Atan2(yX, yY);
671 }
672 return vec;
673 }
674
675 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
676 {
677 // assuming rot is normalised
678 // rot.Normalize();
679
680 float zX = rot.X * rot.Z + rot.Y * rot.W;
681
682 if (zX < -0.49999f)
683 {
684 roll = 0;
685 pitch = -halfpi;
686 }
687 else if (zX > 0.49999f)
688 {
689 roll = 0;
690 pitch = halfpi;
691 }
692 else
693 {
694 pitch = (float)Math.Asin(2 * zX);
695
696 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
697 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
698
699 roll = (float)Math.Atan2(minuszY, zZ);
700 }
701 return ;
702 }
703
704 internal void Step()//float pTimestep)
705 {
706 IntPtr Body = rootPrim.Body;
707
708 d.Quaternion rot = d.BodyGetQuaternion(Body);
709 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
710 Quaternion rotq = objrotq; // rotq = rotation of object
711 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
712 Quaternion irotq = Quaternion.Inverse(rotq);
713
714 d.Vector3 dvtmp;
715 Vector3 tmpV;
716 Vector3 curVel; // velocity in world
717 Vector3 curAngVel; // angular velocity in world
718 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
719 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
720 d.Vector3 dtorque = new d.Vector3();
721
722 dvtmp = d.BodyGetLinearVel(Body);
723 curVel.X = dvtmp.X;
724 curVel.Y = dvtmp.Y;
725 curVel.Z = dvtmp.Z;
726 Vector3 curLocalVel = curVel * irotq; // current velocity in local
727
728 dvtmp = d.BodyGetAngularVel(Body);
729 curAngVel.X = dvtmp.X;
730 curAngVel.Y = dvtmp.Y;
731 curAngVel.Z = dvtmp.Z;
732 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
733
734 // linear motor
735 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
736 {
737 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
738 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
739 tmpV *= rotq; // to world
740
741 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
742 tmpV.Z = 0;
743
744 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
745 {
746 // have offset, do it now
747 tmpV *= rootPrim.Mass;
748 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
749 }
750 else
751 {
752 force.X += tmpV.X;
753 force.Y += tmpV.Y;
754 force.Z += tmpV.Z;
755 }
756 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
757
758 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
759 }
760 else
761 {
762 m_lmEfect = 0;
763 m_ffactor = 1f;
764 }
765
766 // friction
767 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
768 {
769 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
770 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
771 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
772 tmpV *= rotq; // to world
773 force.X += tmpV.X;
774 force.Y += tmpV.Y;
775 force.Z += tmpV.Z;
776 }
777
778 // hover
779 if (m_VhoverTimescale < 300)
780 {
781 d.Vector3 pos = d.BodyGetPosition(Body);
782
783 // default to global
784 float perr = m_VhoverHeight - pos.Z;;
785
786 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
787 {
788 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
789 }
790 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
791 {
792 perr += _pParentScene.GetWaterLevel();
793 }
794 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
795 {
796 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
797 float w = _pParentScene.GetWaterLevel();
798 if (t > w)
799 perr += t;
800 else
801 perr += w;
802 }
803
804 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
805 {
806 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
807 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
808 }
809 else // no buoyancy
810 force.Z += _pParentScene.gravityz;
811 }
812 else
813 {
814 // default gravity and buoancy
815 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
816 }
817
818 // linear deflection
819 if (m_linearDeflectionEfficiency > 0)
820 {
821 float len = curVel.Length();
822 Vector3 atAxis;
823 atAxis = Xrot(rotq); // where are we pointing to
824 atAxis *= len; // make it same size as world velocity vector
825 tmpV = -atAxis; // oposite direction
826 atAxis -= curVel; // error to one direction
827 len = atAxis.LengthSquared();
828 tmpV -= curVel; // error to oposite
829 float lens = tmpV.LengthSquared();
830 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
831 {
832 if (len < lens)
833 tmpV = atAxis;
834
835 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
836 force.X += tmpV.X;
837 force.Y += tmpV.Y;
838 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
839 force.Z += tmpV.Z;
840 }
841 }
842
843 // angular motor
844 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
845 {
846 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
847 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
848 torque.X += tmpV.X;
849 torque.Y += tmpV.Y;
850 torque.Z += tmpV.Z;
851 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
852 }
853 else
854 m_amEfect = 0;
855
856 // angular friction
857 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
858 {
859 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
860 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
861 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
862 }
863
864 // angular deflection
865 if (m_angularDeflectionEfficiency > 0)
866 {
867 Vector3 dirv;
868
869 if (curLocalVel.X > 0.01f)
870 dirv = curLocalVel;
871 else if (curLocalVel.X < -0.01f)
872 // use oposite
873 dirv = -curLocalVel;
874 else
875 {
876 // make it fall into small positive x case
877 dirv.X = 0.01f;
878 dirv.Y = curLocalVel.Y;
879 dirv.Z = curLocalVel.Z;
880 }
881
882 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
883
884 if (Math.Abs(dirv.Z) > 0.01)
885 {
886 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
887 }
888
889 if (Math.Abs(dirv.Y) > 0.01)
890 {
891 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
892 }
893 }
894
895 // vertical atractor
896 if (m_verticalAttractionTimescale < 300)
897 {
898 float roll;
899 float pitch;
900
901 GetRollPitch(irotq, out roll, out pitch);
902
903 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
904 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
905
906 if (roll > halfpi)
907 roll = pi - roll;
908 else if (roll < -halfpi)
909 roll = -pi - roll;
910
911 float effroll = pitch / halfpi;
912 effroll *= effroll;
913 effroll = 1 - effroll;
914 effroll *= roll;
915
916 if (Math.Abs(effroll) > 0.01) // roll
917 {
918 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
919 }
920
921 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
922 {
923 float effpitch = roll / halfpi;
924 effpitch *= effpitch;
925 effpitch = 1 - effpitch;
926 effpitch *= pitch;
927
928 if (Math.Abs(effpitch) > 0.01) // pitch
929 {
930 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
931 }
932 }
933
934 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
935 {
936
937 float broll = effroll;
938/*
939 if (broll > halfpi)
940 broll = pi - broll;
941 else if (broll < -halfpi)
942 broll = -pi - broll;
943*/
944 broll *= m_bankingEfficiency;
945 if (m_bankingMix != 0)
946 {
947 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
948 if (vfact > 1.0f) vfact = 1.0f;
949
950 if (curLocalVel.X >= 0)
951 broll *= (1 + (vfact - 1) * m_bankingMix);
952 else
953 broll *= -(1 + (vfact - 1) * m_bankingMix);
954 }
955 // make z rot be in world Z not local as seems to be in sl
956
957 broll = broll / m_bankingTimescale;
958
959 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
960
961 tmpV.X = ftmp * curAngVel.X;
962 tmpV.Y = ftmp * curAngVel.Y;
963 tmpV.Z = broll + ftmp * curAngVel.Z;
964 tmpV *= irotq;
965
966 torque.X += tmpV.X;
967 torque.Y += tmpV.Y;
968 torque.Z += tmpV.Z;
969 }
970 }
971
972 d.Mass dmass;
973 d.BodyGetMass(Body,out dmass);
974
975 if (force.X != 0 || force.Y != 0 || force.Z != 0)
976 {
977 force *= dmass.mass;
978 d.BodySetForce(Body, force.X, force.Y, force.Z);
979 }
980
981 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
982 {
983 torque *= m_referenceFrame; // to object frame
984 dtorque.X = torque.X;
985 dtorque.Y = torque.Y;
986 dtorque.Z = torque.Z;
987
988 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
989 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
990 }
991 }
992 }
993}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..71aec4c
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3725 @@
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
72 protected bool m_building;
73 private Quaternion m_lastorientation = new Quaternion();
74 private Quaternion _orientation;
75
76 private Vector3 _position;
77 private Vector3 _velocity;
78 private Vector3 _torque;
79 private Vector3 m_lastVelocity;
80 private Vector3 m_lastposition;
81 private Vector3 m_rotationalVelocity;
82 private Vector3 _size;
83 private Vector3 _acceleration;
84 private Vector3 m_angularlock = Vector3.One;
85 private IntPtr Amotor = IntPtr.Zero;
86
87 private Vector3 m_force;
88 private Vector3 m_forceacc;
89 private Vector3 m_angularForceacc;
90
91 private Vector3 m_PIDTarget;
92 private float m_PIDTau;
93 private float PID_D = 35f;
94 private float PID_G = 25f;
95 private bool m_usePID;
96
97 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
98 // and are for non-VEHICLES only.
99
100 private float m_PIDHoverHeight;
101 private float m_PIDHoverTau;
102 private bool m_useHoverPID;
103 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
104 private float m_targetHoverHeight;
105 private float m_groundHeight;
106 private float m_waterHeight;
107 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
108
109 private int body_autodisable_frames = 20;
110
111 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
112 | CollisionCategories.Space
113 | CollisionCategories.Body
114 | CollisionCategories.Character
115 );
116// private bool m_collidesLand = true;
117 private bool m_collidesWater;
118 public bool m_returnCollisions;
119 private bool m_softcolide;
120
121 private bool m_NoColide; // for now only for internal use for bad meshs
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_disabled;
130
131
132 public uint m_localID;
133
134 private PrimitiveBaseShape _pbs;
135 public OdeScene _parent_scene;
136
137 /// <summary>
138 /// The physics space which contains prim geometry
139 /// </summary>
140 public IntPtr m_targetSpace = IntPtr.Zero;
141
142 public IntPtr prim_geom;
143 public IntPtr _triMeshData;
144
145 private PhysicsActor _parent;
146
147 private List<OdePrim> childrenPrim = new List<OdePrim>();
148
149 private bool m_iscolliding;
150
151 public bool m_isSelected;
152 private bool m_delaySelect;
153 private bool m_lastdoneSelected;
154 public bool m_outbounds;
155
156 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
157
158 private bool m_throttleUpdates;
159 private int throttleCounter;
160 public float m_collisionscore;
161 int m_colliderfilter = 0;
162
163 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
164
165 private float m_density = 10.000006836f; // Aluminum g/cm3;
166 private byte m_shapetype;
167 public bool _zeroFlag;
168 private bool m_lastUpdateSent;
169
170 public IntPtr Body = IntPtr.Zero;
171 public String Name { get; private set; }
172 private Vector3 _target_velocity;
173
174 public Vector3 primOOBsize; // prim real dimensions from mesh
175 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
176 public float primOOBradiusSQ;
177 public d.Mass primdMass; // prim inertia information on it's own referencial
178 float primMass; // prim own mass
179 float _mass; // object mass acording to case
180 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
181
182 public int givefakepos = 0;
183 private Vector3 fakepos;
184 public int givefakeori = 0;
185 private Quaternion fakeori;
186
187 public int m_eventsubscription;
188 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
189
190 public volatile bool childPrim;
191
192 public ODEDynamics m_vehicle;
193
194 internal int m_material = (int)Material.Wood;
195 private float mu;
196 private float bounce;
197
198 /// <summary>
199 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
200 /// </summary>
201 public override bool IsPhysical // this is not reliable for internal use
202 {
203 get { return m_fakeisphysical; }
204 set
205 {
206 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
207 // and also to stop imediatly some updates
208 // but real change will only happen in taintprocessing
209
210 if (!value) // Zero the remembered last velocity
211 m_lastVelocity = Vector3.Zero;
212 AddChange(changes.Physical, value);
213 }
214 }
215
216 public override bool Phantom // this is not reliable for internal use
217 {
218 get { return m_fakeisphantom; }
219 set
220 {
221 m_fakeisphantom = value; // we show imediatly to outside that we changed physical
222 // and also to stop imediatly some updates
223 // but real change will only happen in taintprocessing
224
225 AddChange(changes.Phantom, value);
226 }
227 }
228
229 public override bool Building // this is not reliable for internal use
230 {
231 get { return m_building; }
232 set
233 {
234 if (value)
235 m_building = true;
236 AddChange(changes.building, value);
237 }
238 }
239
240 public override void getContactData(ref ContactData cdata)
241 {
242 cdata.mu = mu;
243 cdata.bounce = bounce;
244
245 // cdata.softcolide = m_softcolide;
246 cdata.softcolide = false;
247
248 if (m_isphysical)
249 {
250 ODEDynamics veh;
251 if (_parent != null)
252 veh = ((OdePrim)_parent).m_vehicle;
253 else
254 veh = m_vehicle;
255
256 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
257 cdata.mu *= veh.FrictionFactor;
258 }
259 }
260
261 public override int PhysicsActorType
262 {
263 get { return (int)ActorTypes.Prim; }
264 set { return; }
265 }
266
267 public override bool SetAlwaysRun
268 {
269 get { return false; }
270 set { return; }
271 }
272
273 public override uint LocalID
274 {
275 get
276 {
277 return m_localID;
278 }
279 set
280 {
281 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
282 m_localID = value;
283 }
284 }
285
286 public override bool Grabbed
287 {
288 set { return; }
289 }
290
291 public override bool Selected
292 {
293 set
294 {
295 if (value)
296 m_isSelected = value; // if true set imediatly to stop moves etc
297 AddChange(changes.Selected, value);
298 }
299 }
300
301 public override bool Flying
302 {
303 // no flying prims for you
304 get { return false; }
305 set { }
306 }
307
308 public override bool IsColliding
309 {
310 get { return m_iscolliding; }
311 set
312 {
313 if (value)
314 {
315 m_colliderfilter += 2;
316 if (m_colliderfilter > 2)
317 m_colliderfilter = 2;
318 }
319 else
320 {
321 m_colliderfilter--;
322 if (m_colliderfilter < 0)
323 m_colliderfilter = 0;
324 }
325
326 if (m_colliderfilter == 0)
327 {
328 m_softcolide = false;
329 m_iscolliding = false;
330 }
331 else
332 m_iscolliding = true;
333 }
334 }
335
336 public override bool CollidingGround
337 {
338 get { return false; }
339 set { return; }
340 }
341
342 public override bool CollidingObj
343 {
344 get { return false; }
345 set { return; }
346 }
347
348 public override bool ThrottleUpdates
349 {
350 get { return m_throttleUpdates; }
351 set { m_throttleUpdates = value; }
352 }
353
354 public override bool Stopped
355 {
356 get { return _zeroFlag; }
357 }
358
359 public override Vector3 Position
360 {
361 get
362 {
363 if (givefakepos > 0)
364 return fakepos;
365 else
366 return _position;
367 }
368
369 set
370 {
371 fakepos = value;
372 givefakepos++;
373 AddChange(changes.Position, value);
374 }
375 }
376
377 public override Vector3 Size
378 {
379 get { return _size; }
380 set
381 {
382 if (value.IsFinite())
383 {
384 AddChange(changes.Size, value);
385 }
386 else
387 {
388 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
389 }
390 }
391 }
392
393 public override float Mass
394 {
395 get { return _mass; }
396 }
397
398 public override Vector3 Force
399 {
400 //get { return Vector3.Zero; }
401 get { return m_force; }
402 set
403 {
404 if (value.IsFinite())
405 {
406 AddChange(changes.Force, value);
407 }
408 else
409 {
410 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
411 }
412 }
413 }
414
415 public override void SetVolumeDetect(int param)
416 {
417 AddChange(changes.VolumeDtc, (param != 0));
418 }
419
420 public override Vector3 GeometricCenter
421 {
422 get
423 {
424 return Vector3.Zero;
425 }
426 }
427
428 public override Vector3 CenterOfMass
429 {
430 get
431 {
432 d.Vector3 dtmp;
433 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
434 {
435 dtmp = d.BodyGetPosition(Body);
436 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
437 }
438 else if (prim_geom != IntPtr.Zero)
439 {
440 d.Quaternion dq;
441 d.GeomCopyQuaternion(prim_geom, out dq);
442 Quaternion q;
443 q.X = dq.X;
444 q.Y = dq.Y;
445 q.Z = dq.Z;
446 q.W = dq.W;
447
448 Vector3 vtmp = primOOBoffset * q;
449 dtmp = d.GeomGetPosition(prim_geom);
450 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
451 }
452 else
453 return Vector3.Zero;
454 }
455 }
456 /*
457 public override Vector3 PrimOOBsize
458 {
459 get
460 {
461 return primOOBsize;
462 }
463 }
464
465 public override Vector3 PrimOOBoffset
466 {
467 get
468 {
469 return primOOBoffset;
470 }
471 }
472
473 public override float PrimOOBRadiusSQ
474 {
475 get
476 {
477 return primOOBradiusSQ;
478 }
479 }
480 */
481 public override PrimitiveBaseShape Shape
482 {
483 set
484 {
485 AddChange(changes.Shape, value);
486 }
487 }
488
489 public override byte PhysicsShapeType
490 {
491 get
492 {
493 return m_shapetype;
494 }
495 set
496 {
497 m_shapetype = value;
498 AddChange(changes.Shape, null);
499 }
500 }
501
502 public override Vector3 Velocity
503 {
504 get
505 {
506 if (_zeroFlag)
507 return Vector3.Zero;
508 return _velocity;
509 }
510 set
511 {
512 if (value.IsFinite())
513 {
514 AddChange(changes.Velocity, value);
515 // _velocity = value;
516
517 }
518 else
519 {
520 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
521 }
522
523 }
524 }
525
526 public override Vector3 Torque
527 {
528 get
529 {
530 if (!IsPhysical || Body == IntPtr.Zero)
531 return Vector3.Zero;
532
533 return _torque;
534 }
535
536 set
537 {
538 if (value.IsFinite())
539 {
540 AddChange(changes.Torque, value);
541 }
542 else
543 {
544 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
545 }
546 }
547 }
548
549 public override float CollisionScore
550 {
551 get { return m_collisionscore; }
552 set { m_collisionscore = value; }
553 }
554
555 public override bool Kinematic
556 {
557 get { return false; }
558 set { }
559 }
560
561 public override Quaternion Orientation
562 {
563 get
564 {
565 if (givefakeori > 0)
566 return fakeori;
567 else
568
569 return _orientation;
570 }
571 set
572 {
573 if (QuaternionIsFinite(value))
574 {
575 fakeori = value;
576 givefakeori++;
577 AddChange(changes.Orientation, value);
578 }
579 else
580 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
581
582 }
583 }
584
585 public override Vector3 Acceleration
586 {
587 get { return _acceleration; }
588 set { }
589 }
590
591 public override Vector3 RotationalVelocity
592 {
593 get
594 {
595 Vector3 pv = Vector3.Zero;
596 if (_zeroFlag)
597 return pv;
598 m_lastUpdateSent = false;
599
600 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
601 return pv;
602
603 return m_rotationalVelocity;
604 }
605 set
606 {
607 if (value.IsFinite())
608 {
609 m_rotationalVelocity = value;
610 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
611 d.BodyEnable(Body);
612 }
613 else
614 {
615 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
616 }
617 }
618 }
619
620
621 public override float Buoyancy
622 {
623 get { return m_buoyancy; }
624 set
625 {
626 m_buoyancy = value;
627 }
628 }
629
630 public override bool FloatOnWater
631 {
632 set
633 {
634 AddChange(changes.CollidesWater, value);
635 }
636 }
637
638 public override Vector3 PIDTarget
639 {
640 set
641 {
642 if (value.IsFinite())
643 {
644 m_PIDTarget = value;
645 }
646 else
647 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
648 }
649 }
650
651 public override bool PIDActive { set { m_usePID = value; } }
652 public override float PIDTau { set { m_PIDTau = value; } }
653
654 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
655 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
656 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
657 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
658
659 public override Quaternion APIDTarget { set { return; } }
660
661 public override bool APIDActive { set { return; } }
662
663 public override float APIDStrength { set { return; } }
664
665 public override float APIDDamping { set { return; } }
666
667 public override int VehicleType
668 {
669 // we may need to put a fake on this
670 get
671 {
672 if (m_vehicle == null)
673 return (int)Vehicle.TYPE_NONE;
674 else
675 return (int)m_vehicle.Type;
676 }
677 set
678 {
679 AddChange(changes.VehicleType, value);
680 }
681 }
682
683 public override void VehicleFloatParam(int param, float value)
684 {
685 strVehicleFloatParam fp = new strVehicleFloatParam();
686 fp.param = param;
687 fp.value = value;
688 AddChange(changes.VehicleFloatParam, fp);
689 }
690
691 public override void VehicleVectorParam(int param, Vector3 value)
692 {
693 strVehicleVectorParam fp = new strVehicleVectorParam();
694 fp.param = param;
695 fp.value = value;
696 AddChange(changes.VehicleVectorParam, fp);
697 }
698
699 public override void VehicleRotationParam(int param, Quaternion value)
700 {
701 strVehicleQuatParam fp = new strVehicleQuatParam();
702 fp.param = param;
703 fp.value = value;
704 AddChange(changes.VehicleRotationParam, fp);
705 }
706
707 public override void VehicleFlags(int param, bool value)
708 {
709 strVehicleBoolParam bp = new strVehicleBoolParam();
710 bp.param = param;
711 bp.value = value;
712 AddChange(changes.VehicleFlags, bp);
713 }
714
715 public override void SetVehicle(object vdata)
716 {
717 AddChange(changes.SetVehicle, vdata);
718 }
719 public void SetAcceleration(Vector3 accel)
720 {
721 _acceleration = accel;
722 }
723
724 public override void AddForce(Vector3 force, bool pushforce)
725 {
726 if (force.IsFinite())
727 {
728 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
729 }
730 else
731 {
732 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
733 }
734 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
735 }
736
737 public override void AddAngularForce(Vector3 force, bool pushforce)
738 {
739 if (force.IsFinite())
740 {
741 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
742 }
743 else
744 {
745 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
746 }
747 }
748
749 public override void CrossingFailure()
750 {
751 if (m_outbounds)
752 {
753 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
754 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
755 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
756
757 m_lastposition = _position;
758 _velocity.X = 0;
759 _velocity.Y = 0;
760 _velocity.Z = 0;
761
762 m_lastVelocity = _velocity;
763 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
764 m_vehicle.Stop();
765
766 if(Body != IntPtr.Zero)
767 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
768 if (prim_geom != IntPtr.Zero)
769 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
770
771 m_outbounds = false;
772 changeDisable(false);
773 base.RequestPhysicsterseUpdate();
774 }
775 }
776
777 public override void SetMomentum(Vector3 momentum)
778 {
779 }
780
781 public override void SetMaterial(int pMaterial)
782 {
783 m_material = pMaterial;
784 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
785 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
786 }
787
788 public void setPrimForRemoval()
789 {
790 AddChange(changes.Remove, null);
791 }
792
793 public override void link(PhysicsActor obj)
794 {
795 AddChange(changes.Link, obj);
796 }
797
798 public override void delink()
799 {
800 AddChange(changes.DeLink, null);
801 }
802
803 public override void LockAngularMotion(Vector3 axis)
804 {
805 // reverse the zero/non zero values for ODE.
806 if (axis.IsFinite())
807 {
808 axis.X = (axis.X > 0) ? 1f : 0f;
809 axis.Y = (axis.Y > 0) ? 1f : 0f;
810 axis.Z = (axis.Z > 0) ? 1f : 0f;
811 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
812 AddChange(changes.AngLock, axis);
813 }
814 else
815 {
816 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
817 }
818 }
819
820 public override void SubscribeEvents(int ms)
821 {
822 m_eventsubscription = ms;
823 _parent_scene.AddCollisionEventReporting(this);
824 }
825
826 public override void UnSubscribeEvents()
827 {
828 _parent_scene.RemoveCollisionEventReporting(this);
829 m_eventsubscription = 0;
830 }
831
832 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
833 {
834 if (CollisionEventsThisFrame == null)
835 CollisionEventsThisFrame = new CollisionEventUpdate();
836
837 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
838 }
839
840 public void SendCollisions()
841 {
842 if (CollisionEventsThisFrame == null)
843 return;
844
845 base.SendCollisionUpdate(CollisionEventsThisFrame);
846
847 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
848 CollisionEventsThisFrame = null;
849 else
850 CollisionEventsThisFrame = new CollisionEventUpdate();
851 }
852
853 public override bool SubscribedEvents()
854 {
855 if (m_eventsubscription > 0)
856 return true;
857 return false;
858 }
859
860
861 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
862 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
863 {
864 Name = primName;
865 LocalID = plocalID;
866
867 m_vehicle = null;
868
869 if (!pos.IsFinite())
870 {
871 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
872 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
873 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
874 }
875 _position = pos;
876 givefakepos = 0;
877
878 PID_D = parent_scene.bodyPIDD;
879 PID_G = parent_scene.bodyPIDG;
880 m_density = parent_scene.geomDefaultDensity;
881 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
882 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
883
884 prim_geom = IntPtr.Zero;
885 collide_geom = IntPtr.Zero;
886 Body = IntPtr.Zero;
887
888 if (!size.IsFinite())
889 {
890 size = new Vector3(0.5f, 0.5f, 0.5f);
891 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
892 }
893
894 if (size.X <= 0) size.X = 0.01f;
895 if (size.Y <= 0) size.Y = 0.01f;
896 if (size.Z <= 0) size.Z = 0.01f;
897
898 _size = size;
899
900 if (!QuaternionIsFinite(rotation))
901 {
902 rotation = Quaternion.Identity;
903 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
904 }
905
906 _orientation = rotation;
907 givefakeori = 0;
908
909 _pbs = pbs;
910
911 _parent_scene = parent_scene;
912 m_targetSpace = IntPtr.Zero;
913
914 if (pos.Z < 0)
915 {
916 m_isphysical = false;
917 }
918 else
919 {
920 m_isphysical = pisPhysical;
921 }
922 m_fakeisphysical = m_isphysical;
923
924 m_isVolumeDetect = false;
925
926 m_force = Vector3.Zero;
927
928 m_iscolliding = false;
929 m_colliderfilter = 0;
930 m_softcolide = true;
931 m_NoColide = false;
932
933 hasOOBoffsetFromMesh = false;
934 _triMeshData = IntPtr.Zero;
935
936 m_shapetype = _shapeType;
937
938 m_lastdoneSelected = false;
939 m_isSelected = false;
940 m_delaySelect = false;
941
942 m_isphantom = pisPhantom;
943 m_fakeisphantom = pisPhantom;
944
945 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
946 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
947
948 CalcPrimBodyData();
949
950 m_building = true; // control must set this to false when done
951
952 AddChange(changes.Add, null);
953 }
954
955 private void resetCollisionAccounting()
956 {
957 m_collisionscore = 0;
958 }
959
960 private void createAMotor(Vector3 axis)
961 {
962 if (Body == IntPtr.Zero)
963 return;
964
965 if (Amotor != IntPtr.Zero)
966 {
967 d.JointDestroy(Amotor);
968 Amotor = IntPtr.Zero;
969 }
970
971 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
972
973 if (axisnum <= 0)
974 return;
975
976 // stop it
977 d.BodySetTorque(Body, 0, 0, 0);
978 d.BodySetAngularVel(Body, 0, 0, 0);
979
980 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
981 d.JointAttach(Amotor, Body, IntPtr.Zero);
982
983 d.JointSetAMotorMode(Amotor, 0);
984
985 d.JointSetAMotorNumAxes(Amotor, axisnum);
986
987 // get current orientation to lock
988
989 d.Quaternion dcur = d.BodyGetQuaternion(Body);
990 Quaternion curr; // crap convertion between identical things
991 curr.X = dcur.X;
992 curr.Y = dcur.Y;
993 curr.Z = dcur.Z;
994 curr.W = dcur.W;
995 Vector3 ax;
996
997 int i = 0;
998 int j = 0;
999 if (axis.X == 0)
1000 {
1001 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1002 // ODE should do this with axis relative to body 1 but seems to fail
1003 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1004 d.JointSetAMotorAngle(Amotor, 0, 0);
1005 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1006 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1007 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1008 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1009 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1010 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1011 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1012 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1013 i++;
1014 j = 256; // move to next axis set
1015 }
1016
1017 if (axis.Y == 0)
1018 {
1019 ax = (new Vector3(0, 1, 0)) * curr;
1020 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1021 d.JointSetAMotorAngle(Amotor, i, 0);
1022 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1023 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1024 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1025 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1026 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1027 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1028 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1029 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1030 i++;
1031 j += 256;
1032 }
1033
1034 if (axis.Z == 0)
1035 {
1036 ax = (new Vector3(0, 0, 1)) * curr;
1037 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1038 d.JointSetAMotorAngle(Amotor, i, 0);
1039 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1040 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1041 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1042 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1043 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1044 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1045 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1046 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1047 }
1048 }
1049
1050 private bool setMesh(OdeScene parent_scene)
1051 {
1052 if (Body != IntPtr.Zero)
1053 {
1054 if (childPrim)
1055 {
1056 if (_parent != null)
1057 {
1058 OdePrim parent = (OdePrim)_parent;
1059 parent.ChildDelink(this, false);
1060 }
1061 }
1062 else
1063 {
1064 DestroyBody();
1065 }
1066 }
1067
1068 bool convex;
1069 if (m_shapetype == 0)
1070 convex = false;
1071 else
1072 convex = true;
1073
1074 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true,convex);
1075 if (mesh == null)
1076 {
1077 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1078 return false;
1079 }
1080
1081 IntPtr vertices, indices;
1082 int vertexCount, indexCount;
1083 int vertexStride, triStride;
1084
1085 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1086 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1087
1088 if (vertexCount == 0 || indexCount == 0)
1089 {
1090 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1091 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1092 mesh.releaseSourceMeshData();
1093 return false;
1094 }
1095
1096 primOOBoffset = mesh.GetCentroid();
1097 hasOOBoffsetFromMesh = true;
1098
1099 mesh.releaseSourceMeshData();
1100
1101 IntPtr geo = IntPtr.Zero;
1102
1103 try
1104 {
1105 _triMeshData = d.GeomTriMeshDataCreate();
1106
1107 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1108 d.GeomTriMeshDataPreprocess(_triMeshData);
1109
1110 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1111 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1112 }
1113
1114 catch (Exception e)
1115 {
1116 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1117 if (_triMeshData != IntPtr.Zero)
1118 {
1119 d.GeomTriMeshDataDestroy(_triMeshData);
1120 _triMeshData = IntPtr.Zero;
1121 }
1122 return false;
1123 }
1124
1125 SetGeom(geo);
1126 return true;
1127 }
1128
1129 private void SetGeom(IntPtr geom)
1130 {
1131 prim_geom = geom;
1132 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1133 if (prim_geom != IntPtr.Zero)
1134 {
1135 if (m_NoColide)
1136 {
1137 d.GeomSetCategoryBits(prim_geom, 0);
1138 if (m_isphysical)
1139 {
1140 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1141 }
1142 else
1143 {
1144 d.GeomSetCollideBits(prim_geom, 0);
1145 d.GeomDisable(prim_geom);
1146 }
1147 }
1148 else
1149 {
1150 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1151 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1152 }
1153
1154 CalcPrimBodyData();
1155
1156 _parent_scene.geom_name_map[prim_geom] = Name;
1157 _parent_scene.actor_name_map[prim_geom] = this;
1158
1159 }
1160 else
1161 m_log.Warn("Setting bad Geom");
1162 }
1163
1164
1165 /// <summary>
1166 /// Create a geometry for the given mesh in the given target space.
1167 /// </summary>
1168 /// <param name="m_targetSpace"></param>
1169 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1170 private void CreateGeom()
1171 {
1172 if (_triMeshData != IntPtr.Zero)
1173 {
1174 d.GeomTriMeshDataDestroy(_triMeshData);
1175 _triMeshData = IntPtr.Zero;
1176 }
1177
1178 bool haveMesh = false;
1179 hasOOBoffsetFromMesh = false;
1180 m_NoColide = false;
1181
1182 if (_parent_scene.needsMeshing(_pbs))
1183 {
1184 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1185 if (!haveMesh)
1186 m_NoColide = true;
1187 }
1188
1189 if (!haveMesh)
1190 {
1191 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1192 && _size.X == _size.Y && _size.Y == _size.Z)
1193 { // it's a sphere
1194 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1195 try
1196 {
1197 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1198 }
1199 catch (Exception e)
1200 {
1201 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1202 return;
1203 }
1204 }
1205 else
1206 {// do it as a box
1207 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1208 try
1209 {
1210 //Console.WriteLine(" CreateGeom 4");
1211 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1212 }
1213 catch (Exception e)
1214 {
1215 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1216 return;
1217 }
1218 }
1219 }
1220 }
1221
1222 /// <summary>
1223 /// Set a new geometry for this prim.
1224 /// </summary>
1225 /// <param name="geom"></param>
1226 private void RemoveGeom()
1227 {
1228 if (prim_geom != IntPtr.Zero)
1229 {
1230 _parent_scene.geom_name_map.Remove(prim_geom);
1231 _parent_scene.actor_name_map.Remove(prim_geom);
1232 try
1233 {
1234 d.GeomDestroy(prim_geom);
1235 if (_triMeshData != IntPtr.Zero)
1236 {
1237 d.GeomTriMeshDataDestroy(_triMeshData);
1238 _triMeshData = IntPtr.Zero;
1239 }
1240 }
1241 // catch (System.AccessViolationException)
1242 catch (Exception e)
1243 {
1244 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1245 }
1246
1247 prim_geom = IntPtr.Zero;
1248 }
1249 else
1250 {
1251 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1252 }
1253 Body = IntPtr.Zero;
1254 hasOOBoffsetFromMesh = false;
1255 CalcPrimBodyData();
1256 }
1257
1258 private void ChildSetGeom(OdePrim odePrim)
1259 {
1260 // well..
1261 DestroyBody();
1262 MakeBody();
1263 }
1264
1265 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1266 // should only be called for non physical prims unless they are becoming non physical
1267 private void SetInStaticSpace(OdePrim prim)
1268 {
1269 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1270 prim.m_targetSpace = targetSpace;
1271 d.GeomEnable(prim_geom);
1272 }
1273
1274 public void enableBodySoft()
1275 {
1276 if (!childPrim && !m_isSelected)
1277 {
1278 if (m_isphysical && Body != IntPtr.Zero)
1279 {
1280 if (m_isphantom && !m_isVolumeDetect)
1281 {
1282 m_collisionCategories = 0;
1283 m_collisionFlags = CollisionCategories.Land;
1284 }
1285 else
1286 {
1287 m_collisionCategories |= CollisionCategories.Body;
1288 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1289 }
1290
1291 foreach (OdePrim prm in childrenPrim)
1292 {
1293 prm.m_collisionCategories = m_collisionCategories;
1294 prm.m_collisionFlags = m_collisionFlags;
1295
1296 if (prm.prim_geom != IntPtr.Zero)
1297 {
1298 if (prm.m_NoColide)
1299 {
1300 d.GeomSetCategoryBits(prm.prim_geom, 0);
1301 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1302 }
1303 else
1304 {
1305 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1306 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1307 }
1308 d.GeomEnable(prm.prim_geom);
1309 }
1310 }
1311
1312 if (prim_geom != IntPtr.Zero)
1313 {
1314 if (m_NoColide)
1315 {
1316 d.GeomSetCategoryBits(prim_geom, 0);
1317 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1318 }
1319 else
1320 {
1321 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1322 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1323 }
1324 d.GeomEnable(prim_geom);
1325 }
1326 d.BodyEnable(Body);
1327 }
1328 }
1329 m_disabled = false;
1330 resetCollisionAccounting(); // this sets m_disable to false
1331 }
1332
1333 private void disableBodySoft()
1334 {
1335 m_disabled = true;
1336 if (!childPrim)
1337 {
1338 if (m_isphysical && Body != IntPtr.Zero)
1339 {
1340 m_collisionCategories &= ~CollisionCategories.Body;
1341 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1342
1343 foreach (OdePrim prm in childrenPrim)
1344 {
1345 prm.m_collisionCategories = m_collisionCategories;
1346 prm.m_collisionFlags = m_collisionFlags;
1347
1348 if (prm.prim_geom != IntPtr.Zero)
1349 {
1350 if (prm.m_NoColide)
1351 {
1352 d.GeomSetCategoryBits(prm.prim_geom, 0);
1353 d.GeomSetCollideBits(prm.prim_geom, 0);
1354 }
1355 else
1356 {
1357 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1358 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1359 }
1360 d.GeomDisable(prm.prim_geom);
1361 }
1362 }
1363
1364 if (prim_geom != IntPtr.Zero)
1365 {
1366 if (m_NoColide)
1367 {
1368 d.GeomSetCategoryBits(prim_geom, 0);
1369 d.GeomSetCollideBits(prim_geom, 0);
1370 }
1371 else
1372 {
1373 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1374 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1375 }
1376 d.GeomDisable(prim_geom);
1377 }
1378
1379 d.BodyDisable(Body);
1380 }
1381 }
1382 }
1383
1384 private void MakeBody()
1385 {
1386 if (!m_isphysical) // only physical get bodies
1387 return;
1388
1389 if (childPrim) // child prims don't get bodies;
1390 return;
1391
1392 if (m_building)
1393 return;
1394
1395 if (prim_geom == IntPtr.Zero)
1396 {
1397 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1398 return;
1399 }
1400
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodyDestroy(Body);
1404 Body = IntPtr.Zero;
1405 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1406 }
1407
1408
1409 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1410 {
1411 d.GeomSetBody(prim_geom, IntPtr.Zero);
1412 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1413 }
1414
1415 d.Matrix3 mymat = new d.Matrix3();
1416 d.Quaternion myrot = new d.Quaternion();
1417 d.Mass objdmass = new d.Mass { };
1418
1419 Body = d.BodyCreate(_parent_scene.world);
1420
1421 DMassDup(ref primdMass, out objdmass);
1422
1423 // rotate inertia
1424 myrot.X = _orientation.X;
1425 myrot.Y = _orientation.Y;
1426 myrot.Z = _orientation.Z;
1427 myrot.W = _orientation.W;
1428
1429 d.RfromQ(out mymat, ref myrot);
1430 d.MassRotate(ref objdmass, ref mymat);
1431
1432 // set the body rotation and position
1433 d.BodySetRotation(Body, ref mymat);
1434
1435 // recompute full object inertia if needed
1436 if (childrenPrim.Count > 0)
1437 {
1438 d.Matrix3 mat = new d.Matrix3();
1439 d.Quaternion quat = new d.Quaternion();
1440 d.Mass tmpdmass = new d.Mass { };
1441 Vector3 rcm;
1442
1443 rcm.X = _position.X + objdmass.c.X;
1444 rcm.Y = _position.Y + objdmass.c.Y;
1445 rcm.Z = _position.Z + objdmass.c.Z;
1446
1447 lock (childrenPrim)
1448 {
1449 foreach (OdePrim prm in childrenPrim)
1450 {
1451 if (prm.prim_geom == IntPtr.Zero)
1452 {
1453 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1454 continue;
1455 }
1456
1457 DMassCopy(ref prm.primdMass, ref tmpdmass);
1458
1459 // apply prim current rotation to inertia
1460 quat.X = prm._orientation.X;
1461 quat.Y = prm._orientation.Y;
1462 quat.Z = prm._orientation.Z;
1463 quat.W = prm._orientation.W;
1464 d.RfromQ(out mat, ref quat);
1465 d.MassRotate(ref tmpdmass, ref mat);
1466
1467 Vector3 ppos = prm._position;
1468 ppos.X += tmpdmass.c.X - rcm.X;
1469 ppos.Y += tmpdmass.c.Y - rcm.Y;
1470 ppos.Z += tmpdmass.c.Z - rcm.Z;
1471
1472 // refer inertia to root prim center of mass position
1473 d.MassTranslate(ref tmpdmass,
1474 ppos.X,
1475 ppos.Y,
1476 ppos.Z);
1477
1478 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1479 // fix prim colision cats
1480
1481 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1482 {
1483 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1484 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1485 }
1486
1487 d.GeomClearOffset(prm.prim_geom);
1488 d.GeomSetBody(prm.prim_geom, Body);
1489 prm.Body = Body;
1490 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1491 }
1492 }
1493 }
1494
1495 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1496 // associate root geom with body
1497 d.GeomSetBody(prim_geom, Body);
1498
1499 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1500 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1501
1502 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1503 myrot.W = -myrot.W;
1504 d.RfromQ(out mymat, ref myrot);
1505 d.MassRotate(ref objdmass, ref mymat);
1506 d.BodySetMass(Body, ref objdmass);
1507 _mass = objdmass.mass;
1508
1509 // disconnect from world gravity so we can apply buoyancy
1510 d.BodySetGravityMode(Body, false);
1511
1512 d.BodySetAutoDisableFlag(Body, true);
1513 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1514 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1515 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1516 d.BodySetDamping(Body, .002f, .002f);
1517
1518
1519 if (m_targetSpace != IntPtr.Zero)
1520 {
1521 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1522 if (d.SpaceQuery(m_targetSpace, prim_geom))
1523 d.SpaceRemove(m_targetSpace, prim_geom);
1524 }
1525
1526
1527 if (childrenPrim.Count == 0)
1528 {
1529 collide_geom = prim_geom;
1530 m_targetSpace = _parent_scene.ActiveSpace;
1531 d.SpaceAdd(m_targetSpace, prim_geom);
1532 }
1533 else
1534 {
1535 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1536 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1537 d.SpaceSetSublevel(m_targetSpace, 3);
1538 d.SpaceSetCleanup(m_targetSpace, false);
1539 d.SpaceAdd(m_targetSpace, prim_geom);
1540 collide_geom = m_targetSpace;
1541 }
1542
1543 if (m_delaySelect)
1544 {
1545 m_isSelected = true;
1546 m_delaySelect = false;
1547 }
1548
1549 lock (childrenPrim)
1550 {
1551 foreach (OdePrim prm in childrenPrim)
1552 {
1553 if (prm.prim_geom == IntPtr.Zero)
1554 continue;
1555
1556 Vector3 ppos = prm._position;
1557 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1558
1559 if (prm.m_targetSpace != m_targetSpace)
1560 {
1561 if (prm.m_targetSpace != IntPtr.Zero)
1562 {
1563 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1564 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1565 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1566 }
1567 prm.m_targetSpace = m_targetSpace;
1568 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1569 }
1570
1571 if (m_isSelected || m_disabled)
1572 {
1573 prm.m_collisionCategories &= ~CollisionCategories.Body;
1574 prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1575 d.GeomDisable(prm.prim_geom);
1576 }
1577 else
1578 {
1579 if (m_isphantom && !m_isVolumeDetect)
1580 {
1581 prm.m_collisionCategories = 0;
1582 prm.m_collisionFlags = CollisionCategories.Land;
1583 }
1584 else
1585 {
1586 prm.m_collisionCategories |= CollisionCategories.Body;
1587 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1588 }
1589 d.GeomEnable(prm.prim_geom);
1590 }
1591
1592 if (prm.m_NoColide)
1593 {
1594 d.GeomSetCategoryBits(prm.prim_geom, 0);
1595 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1596 d.GeomEnable(prm.prim_geom);
1597 }
1598 else
1599 {
1600 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1601 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1602 }
1603 prm.m_collisionscore = 0;
1604
1605 if(!m_disabled)
1606 prm.m_disabled = false;
1607
1608 _parent_scene.addActivePrim(prm);
1609 }
1610 }
1611
1612 // The body doesn't already have a finite rotation mode set here
1613 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1614 {
1615 createAMotor(m_angularlock);
1616 }
1617
1618 if (m_isSelected || m_disabled)
1619 {
1620 m_collisionCategories &= ~CollisionCategories.Body;
1621 m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1622
1623 d.GeomDisable(prim_geom);
1624 d.BodyDisable(Body);
1625 }
1626 else
1627 {
1628 if (m_isphantom && !m_isVolumeDetect)
1629 {
1630 m_collisionCategories = 0;
1631 m_collisionFlags = CollisionCategories.Land;
1632 }
1633 else
1634 {
1635 m_collisionCategories |= CollisionCategories.Body;
1636 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1637 }
1638
1639 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1640 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1641 }
1642
1643 if (m_NoColide)
1644 {
1645 d.GeomSetCategoryBits(prim_geom, 0);
1646 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1647 }
1648 else
1649 {
1650 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1651 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1652 }
1653
1654 m_collisionscore = 0;
1655
1656 m_softcolide = true;
1657 _parent_scene.addActivePrim(this);
1658 _parent_scene.addActiveGroups(this);
1659 }
1660
1661 private void DestroyBody()
1662 {
1663 if (Body != IntPtr.Zero)
1664 {
1665 _parent_scene.remActivePrim(this);
1666 m_collisionCategories &= ~CollisionCategories.Body;
1667 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1668 if (prim_geom != IntPtr.Zero)
1669 {
1670 if (m_NoColide)
1671 {
1672 d.GeomSetCategoryBits(prim_geom, 0);
1673 d.GeomSetCollideBits(prim_geom, 0);
1674 }
1675 else
1676 {
1677 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1678 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1679 }
1680 UpdateDataFromGeom();
1681 d.GeomSetBody(prim_geom, IntPtr.Zero);
1682 SetInStaticSpace(this);
1683 }
1684
1685 if (!childPrim)
1686 {
1687 lock (childrenPrim)
1688 {
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 _parent_scene.remActivePrim(prm);
1692 prm.m_collisionCategories = m_collisionCategories;
1693 prm.m_collisionFlags = m_collisionFlags;
1694 if (prm.prim_geom != IntPtr.Zero)
1695 {
1696 if (prm.m_NoColide)
1697 {
1698 d.GeomSetCategoryBits(prm.prim_geom, 0);
1699 d.GeomSetCollideBits(prm.prim_geom, 0);
1700 }
1701 else
1702 {
1703 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1704 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1705 }
1706 prm.UpdateDataFromGeom();
1707 SetInStaticSpace(prm);
1708 }
1709 prm.Body = IntPtr.Zero;
1710 prm._mass = prm.primMass;
1711 prm.m_collisionscore = 0;
1712 }
1713 }
1714 if (Amotor != IntPtr.Zero)
1715 {
1716 d.JointDestroy(Amotor);
1717 Amotor = IntPtr.Zero;
1718 }
1719 _parent_scene.remActiveGroup(this);
1720 d.BodyDestroy(Body);
1721 }
1722 Body = IntPtr.Zero;
1723 }
1724 _mass = primMass;
1725 m_collisionscore = 0;
1726 }
1727
1728 #region Mass Calculation
1729
1730 private float CalculatePrimVolume()
1731 {
1732 float volume = _size.X * _size.Y * _size.Z; // default
1733 float tmp;
1734
1735 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1736 float hollowVolume = hollowAmount * hollowAmount;
1737
1738 switch (_pbs.ProfileShape)
1739 {
1740 case ProfileShape.Square:
1741 // default box
1742
1743 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1744 {
1745 if (hollowAmount > 0.0)
1746 {
1747 switch (_pbs.HollowShape)
1748 {
1749 case HollowShape.Square:
1750 case HollowShape.Same:
1751 break;
1752
1753 case HollowShape.Circle:
1754
1755 hollowVolume *= 0.78539816339f;
1756 break;
1757
1758 case HollowShape.Triangle:
1759
1760 hollowVolume *= (0.5f * .5f);
1761 break;
1762
1763 default:
1764 hollowVolume = 0;
1765 break;
1766 }
1767 volume *= (1.0f - hollowVolume);
1768 }
1769 }
1770
1771 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1772 {
1773 //a tube
1774
1775 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1776 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1777 volume -= volume * tmp * tmp;
1778
1779 if (hollowAmount > 0.0)
1780 {
1781 hollowVolume *= hollowAmount;
1782
1783 switch (_pbs.HollowShape)
1784 {
1785 case HollowShape.Square:
1786 case HollowShape.Same:
1787 break;
1788
1789 case HollowShape.Circle:
1790 hollowVolume *= 0.78539816339f;
1791 break;
1792
1793 case HollowShape.Triangle:
1794 hollowVolume *= 0.5f * 0.5f;
1795 break;
1796 default:
1797 hollowVolume = 0;
1798 break;
1799 }
1800 volume *= (1.0f - hollowVolume);
1801 }
1802 }
1803
1804 break;
1805
1806 case ProfileShape.Circle:
1807
1808 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1809 {
1810 volume *= 0.78539816339f; // elipse base
1811
1812 if (hollowAmount > 0.0)
1813 {
1814 switch (_pbs.HollowShape)
1815 {
1816 case HollowShape.Same:
1817 case HollowShape.Circle:
1818 break;
1819
1820 case HollowShape.Square:
1821 hollowVolume *= 0.5f * 2.5984480504799f;
1822 break;
1823
1824 case HollowShape.Triangle:
1825 hollowVolume *= .5f * 1.27323954473516f;
1826 break;
1827
1828 default:
1829 hollowVolume = 0;
1830 break;
1831 }
1832 volume *= (1.0f - hollowVolume);
1833 }
1834 }
1835
1836 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1837 {
1838 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1839 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1840 volume *= (1.0f - tmp * tmp);
1841
1842 if (hollowAmount > 0.0)
1843 {
1844
1845 // calculate the hollow volume by it's shape compared to the prim shape
1846 hollowVolume *= hollowAmount;
1847
1848 switch (_pbs.HollowShape)
1849 {
1850 case HollowShape.Same:
1851 case HollowShape.Circle:
1852 break;
1853
1854 case HollowShape.Square:
1855 hollowVolume *= 0.5f * 2.5984480504799f;
1856 break;
1857
1858 case HollowShape.Triangle:
1859 hollowVolume *= .5f * 1.27323954473516f;
1860 break;
1861
1862 default:
1863 hollowVolume = 0;
1864 break;
1865 }
1866 volume *= (1.0f - hollowVolume);
1867 }
1868 }
1869 break;
1870
1871 case ProfileShape.HalfCircle:
1872 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1873 {
1874 volume *= 0.52359877559829887307710723054658f;
1875 }
1876 break;
1877
1878 case ProfileShape.EquilateralTriangle:
1879
1880 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1881 {
1882 volume *= 0.32475953f;
1883
1884 if (hollowAmount > 0.0)
1885 {
1886
1887 // calculate the hollow volume by it's shape compared to the prim shape
1888 switch (_pbs.HollowShape)
1889 {
1890 case HollowShape.Same:
1891 case HollowShape.Triangle:
1892 hollowVolume *= .25f;
1893 break;
1894
1895 case HollowShape.Square:
1896 hollowVolume *= 0.499849f * 3.07920140172638f;
1897 break;
1898
1899 case HollowShape.Circle:
1900 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1901 // Cyllinder hollow volume calculation
1902
1903 hollowVolume *= 0.1963495f * 3.07920140172638f;
1904 break;
1905
1906 default:
1907 hollowVolume = 0;
1908 break;
1909 }
1910 volume *= (1.0f - hollowVolume);
1911 }
1912 }
1913 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1914 {
1915 volume *= 0.32475953f;
1916 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1917 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1918 volume *= (1.0f - tmp * tmp);
1919
1920 if (hollowAmount > 0.0)
1921 {
1922
1923 hollowVolume *= hollowAmount;
1924
1925 switch (_pbs.HollowShape)
1926 {
1927 case HollowShape.Same:
1928 case HollowShape.Triangle:
1929 hollowVolume *= .25f;
1930 break;
1931
1932 case HollowShape.Square:
1933 hollowVolume *= 0.499849f * 3.07920140172638f;
1934 break;
1935
1936 case HollowShape.Circle:
1937
1938 hollowVolume *= 0.1963495f * 3.07920140172638f;
1939 break;
1940
1941 default:
1942 hollowVolume = 0;
1943 break;
1944 }
1945 volume *= (1.0f - hollowVolume);
1946 }
1947 }
1948 break;
1949
1950 default:
1951 break;
1952 }
1953
1954 float taperX1;
1955 float taperY1;
1956 float taperX;
1957 float taperY;
1958 float pathBegin;
1959 float pathEnd;
1960 float profileBegin;
1961 float profileEnd;
1962
1963 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1964 {
1965 taperX1 = _pbs.PathScaleX * 0.01f;
1966 if (taperX1 > 1.0f)
1967 taperX1 = 2.0f - taperX1;
1968 taperX = 1.0f - taperX1;
1969
1970 taperY1 = _pbs.PathScaleY * 0.01f;
1971 if (taperY1 > 1.0f)
1972 taperY1 = 2.0f - taperY1;
1973 taperY = 1.0f - taperY1;
1974 }
1975 else
1976 {
1977 taperX = _pbs.PathTaperX * 0.01f;
1978 if (taperX < 0.0f)
1979 taperX = -taperX;
1980 taperX1 = 1.0f - taperX;
1981
1982 taperY = _pbs.PathTaperY * 0.01f;
1983 if (taperY < 0.0f)
1984 taperY = -taperY;
1985 taperY1 = 1.0f - taperY;
1986 }
1987
1988 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1989
1990 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1991 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1992 volume *= (pathEnd - pathBegin);
1993
1994 // this is crude aproximation
1995 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1996 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1997 volume *= (profileEnd - profileBegin);
1998
1999 return volume;
2000 }
2001
2002
2003 private void CalcPrimBodyData()
2004 {
2005 float volume;
2006
2007 if (prim_geom == IntPtr.Zero)
2008 {
2009 // Ubit let's have a initial basic OOB
2010 primOOBsize.X = _size.X;
2011 primOOBsize.Y = _size.Y;
2012 primOOBsize.Z = _size.Z;
2013 primOOBoffset = Vector3.Zero;
2014 }
2015 else
2016 {
2017 d.AABB AABB;
2018 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2019
2020 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2021 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2022 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2023 if (!hasOOBoffsetFromMesh)
2024 {
2025 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2026 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2027 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2028 }
2029 }
2030
2031 // also its own inertia and mass
2032 // keep using basic shape mass for now
2033 volume = CalculatePrimVolume();
2034
2035 primMass = m_density * volume;
2036
2037 if (primMass <= 0)
2038 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2039 if (primMass > _parent_scene.maximumMassObject)
2040 primMass = _parent_scene.maximumMassObject;
2041
2042 _mass = primMass; // just in case
2043
2044 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2045
2046 d.MassTranslate(ref primdMass,
2047 primOOBoffset.X,
2048 primOOBoffset.Y,
2049 primOOBoffset.Z);
2050
2051 primOOBsize *= 0.5f; // let obb size be a corner coords
2052 primOOBradiusSQ = primOOBsize.LengthSquared();
2053 }
2054
2055
2056 #endregion
2057
2058
2059 /// <summary>
2060 /// Add a child prim to this parent prim.
2061 /// </summary>
2062 /// <param name="prim">Child prim</param>
2063 // I'm the parent
2064 // prim is the child
2065 public void ParentPrim(OdePrim prim)
2066 {
2067 //Console.WriteLine("ParentPrim " + m_primName);
2068 if (this.m_localID != prim.m_localID)
2069 {
2070 DestroyBody(); // for now we need to rebuil entire object on link change
2071
2072 lock (childrenPrim)
2073 {
2074 // adopt the prim
2075 if (!childrenPrim.Contains(prim))
2076 childrenPrim.Add(prim);
2077
2078 // see if this prim has kids and adopt them also
2079 // should not happen for now
2080 foreach (OdePrim prm in prim.childrenPrim)
2081 {
2082 if (!childrenPrim.Contains(prm))
2083 {
2084 if (prm.Body != IntPtr.Zero)
2085 {
2086 if (prm.prim_geom != IntPtr.Zero)
2087 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2088 if (prm.Body != prim.Body)
2089 prm.DestroyBody(); // don't loose bodies around
2090 prm.Body = IntPtr.Zero;
2091 }
2092
2093 childrenPrim.Add(prm);
2094 prm._parent = this;
2095 }
2096 }
2097 }
2098 //Remove old children from the prim
2099 prim.childrenPrim.Clear();
2100
2101 if (prim.Body != IntPtr.Zero)
2102 {
2103 if (prim.prim_geom != IntPtr.Zero)
2104 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2105 prim.DestroyBody(); // don't loose bodies around
2106 prim.Body = IntPtr.Zero;
2107 }
2108
2109 prim.childPrim = true;
2110 prim._parent = this;
2111
2112 MakeBody(); // full nasty reconstruction
2113 }
2114 }
2115
2116 private void UpdateChildsfromgeom()
2117 {
2118 if (childrenPrim.Count > 0)
2119 {
2120 foreach (OdePrim prm in childrenPrim)
2121 prm.UpdateDataFromGeom();
2122 }
2123 }
2124
2125 private void UpdateDataFromGeom()
2126 {
2127 if (prim_geom != IntPtr.Zero)
2128 {
2129 d.Vector3 lpos;
2130 d.GeomCopyPosition(prim_geom, out lpos);
2131 _position.X = lpos.X;
2132 _position.Y = lpos.Y;
2133 _position.Z = lpos.Z;
2134 d.Quaternion qtmp = new d.Quaternion { };
2135 d.GeomCopyQuaternion(prim_geom, out qtmp);
2136 _orientation.W = qtmp.W;
2137 _orientation.X = qtmp.X;
2138 _orientation.Y = qtmp.Y;
2139 _orientation.Z = qtmp.Z;
2140 }
2141 }
2142
2143 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2144 {
2145 // Okay, we have a delinked child.. destroy all body and remake
2146 if (odePrim != this && !childrenPrim.Contains(odePrim))
2147 return;
2148
2149 DestroyBody();
2150
2151 if (odePrim == this) // delinking the root prim
2152 {
2153 OdePrim newroot = null;
2154 lock (childrenPrim)
2155 {
2156 if (childrenPrim.Count > 0)
2157 {
2158 newroot = childrenPrim[0];
2159 childrenPrim.RemoveAt(0);
2160 foreach (OdePrim prm in childrenPrim)
2161 {
2162 newroot.childrenPrim.Add(prm);
2163 }
2164 childrenPrim.Clear();
2165 }
2166 if (newroot != null)
2167 {
2168 newroot.childPrim = false;
2169 newroot._parent = null;
2170 if (remakebodies)
2171 newroot.MakeBody();
2172 }
2173 }
2174 }
2175
2176 else
2177 {
2178 lock (childrenPrim)
2179 {
2180 childrenPrim.Remove(odePrim);
2181 odePrim.childPrim = false;
2182 odePrim._parent = null;
2183 // odePrim.UpdateDataFromGeom();
2184 if (remakebodies)
2185 odePrim.MakeBody();
2186 }
2187 }
2188 if (remakebodies)
2189 MakeBody();
2190 }
2191
2192 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2193 {
2194 // Okay, we have a delinked child.. destroy all body and remake
2195 if (odePrim != this && !childrenPrim.Contains(odePrim))
2196 return;
2197
2198 DestroyBody();
2199
2200 if (odePrim == this)
2201 {
2202 OdePrim newroot = null;
2203 lock (childrenPrim)
2204 {
2205 if (childrenPrim.Count > 0)
2206 {
2207 newroot = childrenPrim[0];
2208 childrenPrim.RemoveAt(0);
2209 foreach (OdePrim prm in childrenPrim)
2210 {
2211 newroot.childrenPrim.Add(prm);
2212 }
2213 childrenPrim.Clear();
2214 }
2215 if (newroot != null)
2216 {
2217 newroot.childPrim = false;
2218 newroot._parent = null;
2219 newroot.MakeBody();
2220 }
2221 }
2222 if (reMakeBody)
2223 MakeBody();
2224 return;
2225 }
2226 else
2227 {
2228 lock (childrenPrim)
2229 {
2230 childrenPrim.Remove(odePrim);
2231 odePrim.childPrim = false;
2232 odePrim._parent = null;
2233 if (reMakeBody)
2234 odePrim.MakeBody();
2235 }
2236 }
2237 MakeBody();
2238 }
2239
2240 #region changes
2241
2242 private void changeadd()
2243 {
2244 CreateGeom();
2245
2246 if (prim_geom != IntPtr.Zero)
2247 {
2248 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2249 d.Quaternion myrot = new d.Quaternion();
2250 myrot.X = _orientation.X;
2251 myrot.Y = _orientation.Y;
2252 myrot.Z = _orientation.Z;
2253 myrot.W = _orientation.W;
2254 d.GeomSetQuaternion(prim_geom, ref myrot);
2255
2256 if (!m_isphysical)
2257 SetInStaticSpace(this);
2258 }
2259
2260 if (m_isphysical && Body == IntPtr.Zero)
2261 {
2262 MakeBody();
2263 }
2264 }
2265
2266 private void changeAngularLock(Vector3 newLock)
2267 {
2268 // do we have a Physical object?
2269 if (Body != IntPtr.Zero)
2270 {
2271 //Check that we have a Parent
2272 //If we have a parent then we're not authorative here
2273 if (_parent == null)
2274 {
2275 if (!newLock.ApproxEquals(Vector3.One, 0f))
2276 {
2277 createAMotor(newLock);
2278 }
2279 else
2280 {
2281 if (Amotor != IntPtr.Zero)
2282 {
2283 d.JointDestroy(Amotor);
2284 Amotor = IntPtr.Zero;
2285 }
2286 }
2287 }
2288 }
2289 // Store this for later in case we get turned into a separate body
2290 m_angularlock = newLock;
2291 }
2292
2293 private void changeLink(OdePrim NewParent)
2294 {
2295 if (_parent == null && NewParent != null)
2296 {
2297 NewParent.ParentPrim(this);
2298 }
2299 else if (_parent != null)
2300 {
2301 if (_parent is OdePrim)
2302 {
2303 if (NewParent != _parent)
2304 {
2305 (_parent as OdePrim).ChildDelink(this, false); // for now...
2306 childPrim = false;
2307
2308 if (NewParent != null)
2309 {
2310 NewParent.ParentPrim(this);
2311 }
2312 }
2313 }
2314 }
2315 _parent = NewParent;
2316 }
2317
2318
2319 private void Stop()
2320 {
2321 if (!childPrim)
2322 {
2323 m_force = Vector3.Zero;
2324 m_forceacc = Vector3.Zero;
2325 m_angularForceacc = Vector3.Zero;
2326 _torque = Vector3.Zero;
2327 _velocity = Vector3.Zero;
2328 _acceleration = Vector3.Zero;
2329 m_rotationalVelocity = Vector3.Zero;
2330 _target_velocity = Vector3.Zero;
2331 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2332 m_vehicle.Stop();
2333 }
2334
2335 if (Body != IntPtr.Zero)
2336 {
2337 d.BodySetForce(Body, 0f, 0f, 0f);
2338 d.BodySetTorque(Body, 0f, 0f, 0f);
2339 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2340 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2341 }
2342 }
2343
2344
2345 private void changePhantomStatus(bool newval)
2346 {
2347 m_isphantom = newval;
2348
2349 if (m_isSelected)
2350 {
2351 m_collisionCategories = CollisionCategories.Selected;
2352 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2353 }
2354 else
2355 {
2356 if (m_isphantom && !m_isVolumeDetect)
2357 {
2358 m_collisionCategories = 0;
2359 if (m_isphysical)
2360 m_collisionFlags = CollisionCategories.Land;
2361 else
2362 m_collisionFlags = 0; // should never happen
2363 }
2364
2365 else
2366 {
2367 m_collisionCategories = CollisionCategories.Geom;
2368 if (m_isphysical)
2369 m_collisionCategories |= CollisionCategories.Body;
2370
2371 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2372
2373 if (m_collidesWater)
2374 m_collisionFlags |= CollisionCategories.Water;
2375 }
2376 }
2377
2378 if (!childPrim)
2379 {
2380 foreach (OdePrim prm in childrenPrim)
2381 {
2382 prm.m_collisionCategories = m_collisionCategories;
2383 prm.m_collisionFlags = m_collisionFlags;
2384
2385 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2386 {
2387 if (prm.m_NoColide)
2388 {
2389 d.GeomSetCategoryBits(prm.prim_geom, 0);
2390 if (m_isphysical)
2391 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2392 else
2393 d.GeomSetCollideBits(prm.prim_geom, 0);
2394 }
2395 else
2396 {
2397 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2398 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2399 }
2400 if(!m_isSelected)
2401 d.GeomEnable(prm.prim_geom);
2402 }
2403 }
2404 }
2405
2406 if (!m_disabled && prim_geom != IntPtr.Zero)
2407 {
2408 if (m_NoColide)
2409 {
2410 d.GeomSetCategoryBits(prim_geom, 0);
2411 if (m_isphysical)
2412 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2413 else
2414 d.GeomSetCollideBits(prim_geom, 0);
2415 }
2416 else
2417 {
2418 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2419 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2420 }
2421 if(!m_isSelected)
2422 d.GeomEnable(prim_geom);
2423 }
2424 }
2425
2426 private void changeSelectedStatus(bool newval)
2427 {
2428 if (m_lastdoneSelected == newval)
2429 return;
2430
2431 m_lastdoneSelected = newval;
2432 DoSelectedStatus(newval);
2433 }
2434
2435 private void CheckDelaySelect()
2436 {
2437 if (m_delaySelect)
2438 {
2439 DoSelectedStatus(m_isSelected);
2440 }
2441 }
2442
2443 private void DoSelectedStatus(bool newval)
2444 {
2445 m_isSelected = newval;
2446 Stop();
2447
2448 if (newval)
2449 {
2450 if (!childPrim && Body != IntPtr.Zero)
2451 d.BodyDisable(Body);
2452
2453 if (m_delaySelect || m_isphysical)
2454 {
2455 m_collisionCategories = CollisionCategories.Selected;
2456 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2457
2458 if (!childPrim)
2459 {
2460 foreach (OdePrim prm in childrenPrim)
2461 {
2462 prm.m_collisionCategories = m_collisionCategories;
2463 prm.m_collisionFlags = m_collisionFlags;
2464
2465 if (prm.prim_geom != null)
2466 {
2467
2468 if (prm.m_NoColide)
2469 {
2470 d.GeomSetCategoryBits(prm.prim_geom, 0);
2471 d.GeomSetCollideBits(prm.prim_geom, 0);
2472 }
2473 else
2474 {
2475 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2476 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2477 }
2478 d.GeomDisable(prm.prim_geom);
2479 }
2480 prm.m_delaySelect = false;
2481 }
2482 }
2483
2484 if (prim_geom != null)
2485 {
2486 if (m_NoColide)
2487 {
2488 d.GeomSetCategoryBits(prim_geom, 0);
2489 d.GeomSetCollideBits(prim_geom, 0);
2490 }
2491 else
2492 {
2493 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2494 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2495 }
2496 d.GeomDisable(prim_geom);
2497 }
2498
2499 m_delaySelect = false;
2500 }
2501 else if(!m_isphysical)
2502 {
2503 m_delaySelect = true;
2504 }
2505 }
2506 else
2507 {
2508 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2509 d.BodyEnable(Body);
2510
2511 if (m_isphantom && !m_isVolumeDetect)
2512 {
2513 m_collisionCategories = 0;
2514 if(m_isphysical)
2515 m_collisionFlags = CollisionCategories.Land;
2516 else
2517 m_collisionFlags = 0;
2518 }
2519 else
2520 {
2521 m_collisionCategories = CollisionCategories.Geom;
2522 if (m_isphysical)
2523 m_collisionCategories |= CollisionCategories.Body;
2524
2525 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2526
2527 if (m_collidesWater)
2528 m_collisionFlags |= CollisionCategories.Water;
2529 }
2530
2531 if (!childPrim)
2532 {
2533 foreach (OdePrim prm in childrenPrim)
2534 {
2535 prm.m_collisionCategories = m_collisionCategories;
2536 prm.m_collisionFlags = m_collisionFlags;
2537
2538 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2539 {
2540 if (prm.m_NoColide)
2541 {
2542 d.GeomSetCategoryBits(prm.prim_geom, 0);
2543 if (m_isphysical)
2544 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2545 else
2546 d.GeomSetCollideBits(prm.prim_geom, 0);
2547 }
2548 else
2549 {
2550 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2551 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2552 }
2553 d.GeomEnable(prm.prim_geom);
2554 }
2555 prm.m_delaySelect = false;
2556 prm.m_softcolide = true;
2557 }
2558 }
2559
2560 if (!m_disabled && prim_geom != IntPtr.Zero)
2561 {
2562 if (m_NoColide)
2563 {
2564 d.GeomSetCategoryBits(prim_geom, 0);
2565 if (m_isphysical)
2566 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2567 else
2568 d.GeomSetCollideBits(prim_geom, 0);
2569 }
2570 else
2571 {
2572 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2573 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2574 }
2575 d.GeomEnable(prim_geom);
2576 }
2577
2578 m_delaySelect = false;
2579 m_softcolide = true;
2580 }
2581
2582 resetCollisionAccounting();
2583 }
2584
2585 private void changePosition(Vector3 newPos)
2586 {
2587 CheckDelaySelect();
2588 if (m_isphysical)
2589 {
2590 if (childPrim) // inertia is messed, must rebuild
2591 {
2592 if (m_building)
2593 {
2594 _position = newPos;
2595 }
2596 }
2597 else
2598 {
2599 if (_position != newPos)
2600 {
2601 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2602 _position = newPos;
2603 }
2604 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2605 d.BodyEnable(Body);
2606 }
2607 }
2608 else
2609 {
2610 if (prim_geom != IntPtr.Zero)
2611 {
2612 if (newPos != _position)
2613 {
2614 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2615 _position = newPos;
2616
2617 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2618 }
2619 }
2620 }
2621 givefakepos--;
2622 if (givefakepos < 0)
2623 givefakepos = 0;
2624 // changeSelectedStatus();
2625 m_softcolide = true;
2626 resetCollisionAccounting();
2627 }
2628
2629 private void changeOrientation(Quaternion newOri)
2630 {
2631 CheckDelaySelect();
2632 if (m_isphysical)
2633 {
2634 if (childPrim) // inertia is messed, must rebuild
2635 {
2636 if (m_building)
2637 {
2638 _orientation = newOri;
2639 }
2640 }
2641 else
2642 {
2643 if (newOri != _orientation)
2644 {
2645 d.Quaternion myrot = new d.Quaternion();
2646 myrot.X = newOri.X;
2647 myrot.Y = newOri.Y;
2648 myrot.Z = newOri.Z;
2649 myrot.W = newOri.W;
2650 d.GeomSetQuaternion(prim_geom, ref myrot);
2651 _orientation = newOri;
2652 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2653 createAMotor(m_angularlock);
2654 }
2655 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2656 d.BodyEnable(Body);
2657 }
2658 }
2659 else
2660 {
2661 if (prim_geom != IntPtr.Zero)
2662 {
2663 if (newOri != _orientation)
2664 {
2665 d.Quaternion myrot = new d.Quaternion();
2666 myrot.X = newOri.X;
2667 myrot.Y = newOri.Y;
2668 myrot.Z = newOri.Z;
2669 myrot.W = newOri.W;
2670 d.GeomSetQuaternion(prim_geom, ref myrot);
2671 _orientation = newOri;
2672 }
2673 }
2674 }
2675 givefakeori--;
2676 if (givefakeori < 0)
2677 givefakeori = 0;
2678 m_softcolide = true;
2679 resetCollisionAccounting();
2680 }
2681
2682 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2683 {
2684 CheckDelaySelect();
2685 if (m_isphysical)
2686 {
2687 if (childPrim && m_building) // inertia is messed, must rebuild
2688 {
2689 _position = newPos;
2690 _orientation = newOri;
2691 }
2692 else
2693 {
2694 if (newOri != _orientation)
2695 {
2696 d.Quaternion myrot = new d.Quaternion();
2697 myrot.X = newOri.X;
2698 myrot.Y = newOri.Y;
2699 myrot.Z = newOri.Z;
2700 myrot.W = newOri.W;
2701 d.GeomSetQuaternion(prim_geom, ref myrot);
2702 _orientation = newOri;
2703 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2704 createAMotor(m_angularlock);
2705 }
2706 if (_position != newPos)
2707 {
2708 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2709 _position = newPos;
2710 }
2711 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2712 d.BodyEnable(Body);
2713 }
2714 }
2715 else
2716 {
2717 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2718 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2719
2720 if (prim_geom != IntPtr.Zero)
2721 {
2722 if (newOri != _orientation)
2723 {
2724 d.Quaternion myrot = new d.Quaternion();
2725 myrot.X = newOri.X;
2726 myrot.Y = newOri.Y;
2727 myrot.Z = newOri.Z;
2728 myrot.W = newOri.W;
2729 d.GeomSetQuaternion(prim_geom, ref myrot);
2730 _orientation = newOri;
2731 }
2732
2733 if (newPos != _position)
2734 {
2735 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2736 _position = newPos;
2737
2738 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2739 }
2740 }
2741 }
2742 givefakepos--;
2743 if (givefakepos < 0)
2744 givefakepos = 0;
2745 givefakeori--;
2746 if (givefakeori < 0)
2747 givefakeori = 0;
2748
2749 m_softcolide = true;
2750 resetCollisionAccounting();
2751 }
2752
2753
2754 private void changeDisable(bool disable)
2755 {
2756 if (disable)
2757 {
2758 if (!m_disabled)
2759 disableBodySoft();
2760 }
2761 else
2762 {
2763 if (m_disabled)
2764 enableBodySoft();
2765 }
2766 }
2767
2768 private void changePhysicsStatus(bool NewStatus)
2769 {
2770 CheckDelaySelect();
2771
2772 m_isphysical = NewStatus;
2773
2774 if (!childPrim)
2775 {
2776 if (NewStatus)
2777 {
2778 if (Body == IntPtr.Zero)
2779 MakeBody();
2780 }
2781 else
2782 {
2783 if (Body != IntPtr.Zero)
2784 {
2785 DestroyBody();
2786 }
2787 Stop();
2788 }
2789 }
2790
2791 resetCollisionAccounting();
2792 }
2793
2794 private void changeprimsizeshape()
2795 {
2796 CheckDelaySelect();
2797
2798 OdePrim parent = (OdePrim)_parent;
2799
2800 bool chp = childPrim;
2801
2802 if (chp)
2803 {
2804 if (parent != null)
2805 {
2806 parent.DestroyBody();
2807 }
2808 }
2809 else
2810 {
2811 DestroyBody();
2812 }
2813
2814 RemoveGeom();
2815
2816 // we don't need to do space calculation because the client sends a position update also.
2817 if (_size.X <= 0)
2818 _size.X = 0.01f;
2819 if (_size.Y <= 0)
2820 _size.Y = 0.01f;
2821 if (_size.Z <= 0)
2822 _size.Z = 0.01f;
2823 // Construction of new prim
2824
2825 CreateGeom();
2826
2827 if (prim_geom != IntPtr.Zero)
2828 {
2829 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2830 d.Quaternion myrot = new d.Quaternion();
2831 myrot.X = _orientation.X;
2832 myrot.Y = _orientation.Y;
2833 myrot.Z = _orientation.Z;
2834 myrot.W = _orientation.W;
2835 d.GeomSetQuaternion(prim_geom, ref myrot);
2836 }
2837
2838 if (chp)
2839 {
2840 if (parent != null)
2841 {
2842 parent.MakeBody();
2843 }
2844 }
2845 else
2846 MakeBody();
2847
2848 m_softcolide = true;
2849 resetCollisionAccounting();
2850 }
2851
2852 private void changeSize(Vector3 newSize)
2853 {
2854 _size = newSize;
2855 changeprimsizeshape();
2856 }
2857
2858 private void changeShape(PrimitiveBaseShape newShape)
2859 {
2860 if(newShape != null)
2861 _pbs = newShape;
2862 changeprimsizeshape();
2863 }
2864
2865 private void changeFloatOnWater(bool newval)
2866 {
2867 m_collidesWater = newval;
2868
2869 if (prim_geom != IntPtr.Zero && !m_isphantom)
2870 {
2871 if (m_collidesWater)
2872 {
2873 m_collisionFlags |= CollisionCategories.Water;
2874 }
2875 else
2876 {
2877 m_collisionFlags &= ~CollisionCategories.Water;
2878 }
2879 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2880 }
2881 }
2882
2883 private void changeSetTorque(Vector3 newtorque)
2884 {
2885 if (!m_isSelected)
2886 {
2887 if (m_isphysical && Body != IntPtr.Zero)
2888 {
2889 if (m_disabled)
2890 enableBodySoft();
2891 else if (!d.BodyIsEnabled(Body))
2892 d.BodyEnable(Body);
2893
2894 }
2895 _torque = newtorque;
2896 }
2897 }
2898
2899 private void changeForce(Vector3 force)
2900 {
2901 m_force = force;
2902 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2903 d.BodyEnable(Body);
2904 }
2905
2906 private void changeAddForce(Vector3 force)
2907 {
2908 m_forceacc += force;
2909 if (!m_isSelected)
2910 {
2911 lock (this)
2912 {
2913 //m_log.Info("[PHYSICS]: dequeing forcelist");
2914 if (m_isphysical && Body != IntPtr.Zero)
2915 {
2916 if (m_disabled)
2917 enableBodySoft();
2918 else if (!d.BodyIsEnabled(Body))
2919 d.BodyEnable(Body);
2920 }
2921 }
2922
2923 m_collisionscore = 0;
2924 }
2925 }
2926
2927 private void changeAddAngularForce(Vector3 aforce)
2928 {
2929 m_angularForceacc += aforce;
2930 if (!m_isSelected)
2931 {
2932 lock (this)
2933 {
2934 if (m_isphysical && Body != IntPtr.Zero)
2935 {
2936 if (m_disabled)
2937 enableBodySoft();
2938 else if (!d.BodyIsEnabled(Body))
2939 d.BodyEnable(Body);
2940 }
2941 }
2942 m_collisionscore = 0;
2943 }
2944 }
2945
2946 private void changevelocity(Vector3 newVel)
2947 {
2948 if (!m_isSelected)
2949 {
2950 if (Body != IntPtr.Zero)
2951 {
2952 if (m_disabled)
2953 enableBodySoft();
2954 else if (!d.BodyIsEnabled(Body))
2955 d.BodyEnable(Body);
2956
2957 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2958 }
2959 //resetCollisionAccounting();
2960 }
2961 _velocity = newVel;
2962 }
2963
2964 private void changeVolumedetetion(bool newVolDtc)
2965 {
2966 m_isVolumeDetect = newVolDtc;
2967 }
2968
2969 protected void changeBuilding(bool newbuilding)
2970 {
2971 if ((bool)newbuilding)
2972 {
2973 m_building = true;
2974 if (!childPrim)
2975 DestroyBody();
2976 }
2977 else
2978 {
2979 m_building = false;
2980 CheckDelaySelect();
2981 if (!childPrim)
2982 MakeBody();
2983 }
2984 if (!childPrim && childrenPrim.Count > 0)
2985 {
2986 foreach (OdePrim prm in childrenPrim)
2987 prm.changeBuilding(m_building); // call directly
2988 }
2989 }
2990
2991 public void changeSetVehicle(VehicleData vdata)
2992 {
2993 if (m_vehicle == null)
2994 m_vehicle = new ODEDynamics(this);
2995 m_vehicle.DoSetVehicle(vdata);
2996 }
2997 private void changeVehicleType(int value)
2998 {
2999 if (value == (int)Vehicle.TYPE_NONE)
3000 {
3001 if (m_vehicle != null)
3002 m_vehicle = null;
3003 }
3004 else
3005 {
3006 if (m_vehicle == null)
3007 m_vehicle = new ODEDynamics(this);
3008
3009 m_vehicle.ProcessTypeChange((Vehicle)value);
3010 }
3011 }
3012
3013 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3014 {
3015 if (m_vehicle == null)
3016 return;
3017
3018 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3019 }
3020
3021 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3022 {
3023 if (m_vehicle == null)
3024 return;
3025 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3026 }
3027
3028 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3029 {
3030 if (m_vehicle == null)
3031 return;
3032 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3033 }
3034
3035 private void changeVehicleFlags(strVehicleBoolParam bp)
3036 {
3037 if (m_vehicle == null)
3038 return;
3039 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3040 }
3041
3042 #endregion
3043
3044 public void Move()
3045 {
3046 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3047 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
3048 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3049 {
3050// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3051
3052 float timestep = _parent_scene.ODE_STEPSIZE;
3053
3054 // check outside region
3055 d.Vector3 lpos;
3056 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3057
3058 if (lpos.Z < -100 || lpos.Z > 100000f)
3059 {
3060 m_outbounds = true;
3061
3062 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3063 _acceleration.X = 0;
3064 _acceleration.Y = 0;
3065 _acceleration.Z = 0;
3066
3067 _velocity.X = 0;
3068 _velocity.Y = 0;
3069 _velocity.Z = 0;
3070 m_rotationalVelocity.X = 0;
3071 m_rotationalVelocity.Y = 0;
3072 m_rotationalVelocity.Z = 0;
3073
3074 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3075 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3076 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3077 m_lastposition = _position;
3078 m_lastorientation = _orientation;
3079
3080 base.RequestPhysicsterseUpdate();
3081
3082 m_throttleUpdates = false;
3083 throttleCounter = 0;
3084 _zeroFlag = true;
3085
3086 disableBodySoft(); // disable it and colisions
3087 base.RaiseOutOfBounds(_position);
3088 return;
3089 }
3090
3091 if (lpos.X < 0f)
3092 {
3093 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3094 m_outbounds = true;
3095 }
3096 else if(lpos.X > _parent_scene.WorldExtents.X)
3097 {
3098 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3099 m_outbounds = true;
3100 }
3101 if (lpos.Y < 0f)
3102 {
3103 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3104 m_outbounds = true;
3105 }
3106 else if(lpos.Y > _parent_scene.WorldExtents.Y)
3107 {
3108 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3109 m_outbounds = true;
3110 }
3111
3112 if(m_outbounds)
3113 {
3114 m_lastposition = _position;
3115 m_lastorientation = _orientation;
3116
3117 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3118 m_rotationalVelocity.X = dtmp.X;
3119 m_rotationalVelocity.Y = dtmp.Y;
3120 m_rotationalVelocity.Z = dtmp.Z;
3121
3122 dtmp = d.BodyGetLinearVel(Body);
3123 _velocity.X = dtmp.X;
3124 _velocity.Y = dtmp.Y;
3125 _velocity.Z = dtmp.Z;
3126
3127 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3128 d.BodySetAngularVel(Body, 0, 0, 0);
3129 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3130 disableBodySoft(); // stop collisions
3131 base.RequestPhysicsterseUpdate();
3132 return;
3133 }
3134
3135
3136 float fx = 0;
3137 float fy = 0;
3138 float fz = 0;
3139
3140 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3141 {
3142 // 'VEHICLES' are dealt with in ODEDynamics.cs
3143 m_vehicle.Step();
3144 }
3145 else
3146 {
3147 float m_mass = _mass;
3148
3149 // fz = 0f;
3150 //m_log.Info(m_collisionFlags.ToString());
3151 if (m_usePID)
3152 {
3153
3154 // If the PID Controller isn't active then we set our force
3155 // calculating base velocity to the current position
3156
3157 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3158 {
3159 //PID_G = PID_G / m_PIDTau;
3160 m_PIDTau = 1;
3161 }
3162
3163 if ((PID_G - m_PIDTau) <= 0)
3164 {
3165 PID_G = m_PIDTau + 1;
3166 }
3167
3168 d.Vector3 vel = d.BodyGetLinearVel(Body);
3169 d.Vector3 pos = d.BodyGetPosition(Body);
3170 _target_velocity =
3171 new Vector3(
3172 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3173 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3174 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3175 );
3176
3177 // if velocity is zero, use position control; otherwise, velocity control
3178
3179 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3180 {
3181 // keep track of where we stopped. No more slippin' & slidin'
3182
3183 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3184 // react to the physics scene by moving it's position.
3185 // Avatar to Avatar collisions
3186 // Prim to avatar collisions
3187
3188 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3189 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3190 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3191 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3192 d.BodySetLinearVel(Body, 0, 0, 0);
3193 d.BodyAddForce(Body, 0, 0, fz);
3194 return;
3195 }
3196 else
3197 {
3198 _zeroFlag = false;
3199
3200 // We're flying and colliding with something
3201 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3202 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3203
3204 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3205
3206 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3207 }
3208 } // end if (m_usePID)
3209
3210 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3211 else if (m_useHoverPID)
3212 {
3213 //Console.WriteLine("Hover " + Name);
3214
3215 // If we're using the PID controller, then we have no gravity
3216
3217 // no lock; for now it's only called from within Simulate()
3218
3219 // If the PID Controller isn't active then we set our force
3220 // calculating base velocity to the current position
3221
3222 if ((m_PIDTau < 1))
3223 {
3224 PID_G = PID_G / m_PIDTau;
3225 }
3226
3227 if ((PID_G - m_PIDTau) <= 0)
3228 {
3229 PID_G = m_PIDTau + 1;
3230 }
3231
3232 // Where are we, and where are we headed?
3233 d.Vector3 pos = d.BodyGetPosition(Body);
3234 d.Vector3 vel = d.BodyGetLinearVel(Body);
3235
3236 // Non-Vehicles have a limited set of Hover options.
3237 // determine what our target height really is based on HoverType
3238 switch (m_PIDHoverType)
3239 {
3240 case PIDHoverType.Ground:
3241 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3242 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3243 break;
3244 case PIDHoverType.GroundAndWater:
3245 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3246 m_waterHeight = _parent_scene.GetWaterLevel();
3247 if (m_groundHeight > m_waterHeight)
3248 {
3249 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3250 }
3251 else
3252 {
3253 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3254 }
3255 break;
3256
3257 } // end switch (m_PIDHoverType)
3258
3259
3260 _target_velocity =
3261 new Vector3(0.0f, 0.0f,
3262 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3263 );
3264
3265 // if velocity is zero, use position control; otherwise, velocity control
3266
3267 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3268 {
3269 // keep track of where we stopped. No more slippin' & slidin'
3270
3271 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3272 // react to the physics scene by moving it's position.
3273 // Avatar to Avatar collisions
3274 // Prim to avatar collisions
3275
3276 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3277 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3278 // ? d.BodyAddForce(Body, 0, 0, fz);
3279 return;
3280 }
3281 else
3282 {
3283 _zeroFlag = false;
3284
3285 // We're flying and colliding with something
3286 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3287 }
3288 }
3289 else
3290 {
3291 float b = (1.0f - m_buoyancy);
3292 fx = _parent_scene.gravityx * b;
3293 fy = _parent_scene.gravityy * b;
3294 fz = _parent_scene.gravityz * b;
3295 }
3296
3297 fx *= m_mass;
3298 fy *= m_mass;
3299 fz *= m_mass;
3300
3301 // constant force
3302 fx += m_force.X;
3303 fy += m_force.Y;
3304 fz += m_force.Z;
3305
3306 fx += m_forceacc.X;
3307 fy += m_forceacc.Y;
3308 fz += m_forceacc.Z;
3309
3310 m_forceacc = Vector3.Zero;
3311
3312 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3313 if (fx != 0 || fy != 0 || fz != 0)
3314 {
3315 d.BodyAddForce(Body, fx, fy, fz);
3316 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3317 }
3318
3319 Vector3 trq;
3320
3321 trq = _torque;
3322 trq += m_angularForceacc;
3323 m_angularForceacc = Vector3.Zero;
3324 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3325 {
3326 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3327 }
3328
3329 }
3330 }
3331 else
3332 { // is not physical, or is not a body or is selected
3333 // _zeroPosition = d.BodyGetPosition(Body);
3334 return;
3335 //Console.WriteLine("Nothing " + Name);
3336
3337 }
3338 }
3339
3340
3341 public void UpdatePositionAndVelocity(float simulatedtime)
3342 {
3343 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
3344 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
3345 {
3346 if (Body != IntPtr.Zero)
3347 {
3348 Vector3 pv = Vector3.Zero;
3349 bool lastZeroFlag = _zeroFlag;
3350
3351 d.Vector3 lpos;
3352 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3353
3354
3355 d.Quaternion ori;
3356 d.GeomCopyQuaternion(prim_geom, out ori);
3357 d.Vector3 vel = d.BodyGetLinearVel(Body);
3358 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3359
3360 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
3361 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
3362 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
3363 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
3364 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
3365 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
3366 )
3367 {
3368 _zeroFlag = true;
3369 //Console.WriteLine("ZFT 2");
3370 m_throttleUpdates = false;
3371 }
3372 else
3373 {
3374 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3375 _zeroFlag = false;
3376 m_lastUpdateSent = false;
3377 //m_throttleUpdates = false;
3378 }
3379
3380 if (_zeroFlag)
3381 {
3382 m_lastposition = _position;
3383 m_lastorientation = _orientation;
3384
3385 _velocity.X = 0.0f;
3386 _velocity.Y = 0.0f;
3387 _velocity.Z = 0.0f;
3388
3389 _acceleration.X = 0;
3390 _acceleration.Y = 0;
3391 _acceleration.Z = 0;
3392
3393 m_rotationalVelocity.X = 0;
3394 m_rotationalVelocity.Y = 0;
3395 m_rotationalVelocity.Z = 0;
3396 if (!m_lastUpdateSent)
3397 {
3398 m_throttleUpdates = false;
3399 throttleCounter = 0;
3400 m_rotationalVelocity = pv;
3401
3402 base.RequestPhysicsterseUpdate();
3403
3404 m_lastUpdateSent = true;
3405 }
3406 }
3407 else
3408 {
3409 if (lastZeroFlag != _zeroFlag)
3410 {
3411 base.RequestPhysicsterseUpdate();
3412 }
3413
3414 m_lastVelocity = _velocity;
3415
3416 _position.X = lpos.X;
3417 _position.Y = lpos.Y;
3418 _position.Z = lpos.Z;
3419
3420 _velocity.X = vel.X;
3421 _velocity.Y = vel.Y;
3422 _velocity.Z = vel.Z;
3423
3424 _orientation.X = ori.X;
3425 _orientation.Y = ori.Y;
3426 _orientation.Z = ori.Z;
3427 _orientation.W = ori.W;
3428
3429 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3430
3431 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3432 {
3433 m_rotationalVelocity = pv;
3434 }
3435 else
3436 {
3437 m_rotationalVelocity.X = rotvel.X;
3438 m_rotationalVelocity.Y = rotvel.Y;
3439 m_rotationalVelocity.Z = rotvel.Z;
3440 }
3441
3442 m_lastUpdateSent = false;
3443 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3444 {
3445 m_lastposition = _position;
3446 m_lastorientation = _orientation;
3447 base.RequestPhysicsterseUpdate();
3448 }
3449 else
3450 {
3451 throttleCounter++;
3452 }
3453 }
3454 }
3455 else if (!m_lastUpdateSent || !_zeroFlag)
3456 {
3457 // Not a body.. so Make sure the client isn't interpolating
3458 _velocity.X = 0;
3459 _velocity.Y = 0;
3460 _velocity.Z = 0;
3461
3462 _acceleration.X = 0;
3463 _acceleration.Y = 0;
3464 _acceleration.Z = 0;
3465
3466 m_rotationalVelocity.X = 0;
3467 m_rotationalVelocity.Y = 0;
3468 m_rotationalVelocity.Z = 0;
3469 _zeroFlag = true;
3470
3471 if (!m_lastUpdateSent)
3472 {
3473 m_throttleUpdates = false;
3474 throttleCounter = 0;
3475
3476 base.RequestPhysicsterseUpdate();
3477
3478 m_lastUpdateSent = true;
3479 }
3480 }
3481 }
3482 }
3483
3484 internal static bool QuaternionIsFinite(Quaternion q)
3485 {
3486 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3487 return false;
3488 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3489 return false;
3490 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3491 return false;
3492 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3493 return false;
3494 return true;
3495 }
3496
3497 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3498 {
3499 dst.c.W = src.c.W;
3500 dst.c.X = src.c.X;
3501 dst.c.Y = src.c.Y;
3502 dst.c.Z = src.c.Z;
3503 dst.mass = src.mass;
3504 dst.I.M00 = src.I.M00;
3505 dst.I.M01 = src.I.M01;
3506 dst.I.M02 = src.I.M02;
3507 dst.I.M10 = src.I.M10;
3508 dst.I.M11 = src.I.M11;
3509 dst.I.M12 = src.I.M12;
3510 dst.I.M20 = src.I.M20;
3511 dst.I.M21 = src.I.M21;
3512 dst.I.M22 = src.I.M22;
3513 }
3514
3515 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3516 {
3517 dst = new d.Mass { };
3518
3519 dst.c.W = src.c.W;
3520 dst.c.X = src.c.X;
3521 dst.c.Y = src.c.Y;
3522 dst.c.Z = src.c.Z;
3523 dst.mass = src.mass;
3524 dst.I.M00 = src.I.M00;
3525 dst.I.M01 = src.I.M01;
3526 dst.I.M02 = src.I.M02;
3527 dst.I.M10 = src.I.M10;
3528 dst.I.M11 = src.I.M11;
3529 dst.I.M12 = src.I.M12;
3530 dst.I.M20 = src.I.M20;
3531 dst.I.M21 = src.I.M21;
3532 dst.I.M22 = src.I.M22;
3533 }
3534 private void donullchange()
3535 {
3536 }
3537
3538 public bool DoAChange(changes what, object arg)
3539 {
3540 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3541 {
3542 return false;
3543 }
3544
3545 // nasty switch
3546 switch (what)
3547 {
3548 case changes.Add:
3549 changeadd();
3550 break;
3551 case changes.Remove:
3552 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3553 //When we return true, it destroys all of the prims in the linkset anyway
3554 if (_parent != null)
3555 {
3556 OdePrim parent = (OdePrim)_parent;
3557 parent.ChildRemove(this, false);
3558 }
3559 else
3560 ChildRemove(this, false);
3561
3562 m_vehicle = null;
3563 RemoveGeom();
3564 m_targetSpace = IntPtr.Zero;
3565 if (m_eventsubscription > 0)
3566 UnSubscribeEvents();
3567 return true;
3568
3569 case changes.Link:
3570 OdePrim tmp = (OdePrim)arg;
3571 changeLink(tmp);
3572 break;
3573
3574 case changes.DeLink:
3575 changeLink(null);
3576 break;
3577
3578 case changes.Position:
3579 changePosition((Vector3)arg);
3580 break;
3581
3582 case changes.Orientation:
3583 changeOrientation((Quaternion)arg);
3584 break;
3585
3586 case changes.PosOffset:
3587 donullchange();
3588 break;
3589
3590 case changes.OriOffset:
3591 donullchange();
3592 break;
3593
3594 case changes.Velocity:
3595 changevelocity((Vector3)arg);
3596 break;
3597
3598 // case changes.Acceleration:
3599 // changeacceleration((Vector3)arg);
3600 // break;
3601 // case changes.AngVelocity:
3602 // changeangvelocity((Vector3)arg);
3603 // break;
3604
3605 case changes.Force:
3606 changeForce((Vector3)arg);
3607 break;
3608
3609 case changes.Torque:
3610 changeSetTorque((Vector3)arg);
3611 break;
3612
3613 case changes.AddForce:
3614 changeAddForce((Vector3)arg);
3615 break;
3616
3617 case changes.AddAngForce:
3618 changeAddAngularForce((Vector3)arg);
3619 break;
3620
3621 case changes.AngLock:
3622 changeAngularLock((Vector3)arg);
3623 break;
3624
3625 case changes.Size:
3626 changeSize((Vector3)arg);
3627 break;
3628
3629 case changes.Shape:
3630 changeShape((PrimitiveBaseShape)arg);
3631 break;
3632
3633 case changes.CollidesWater:
3634 changeFloatOnWater((bool)arg);
3635 break;
3636
3637 case changes.VolumeDtc:
3638 changeVolumedetetion((bool)arg);
3639 break;
3640
3641 case changes.Phantom:
3642 changePhantomStatus((bool)arg);
3643 break;
3644
3645 case changes.Physical:
3646 changePhysicsStatus((bool)arg);
3647 break;
3648
3649 case changes.Selected:
3650 changeSelectedStatus((bool)arg);
3651 break;
3652
3653 case changes.disabled:
3654 changeDisable((bool)arg);
3655 break;
3656
3657 case changes.building:
3658 changeBuilding((bool)arg);
3659 break;
3660
3661 case changes.VehicleType:
3662 changeVehicleType((int)arg);
3663 break;
3664
3665 case changes.VehicleFlags:
3666 changeVehicleFlags((strVehicleBoolParam) arg);
3667 break;
3668
3669 case changes.VehicleFloatParam:
3670 changeVehicleFloatParam((strVehicleFloatParam) arg);
3671 break;
3672
3673 case changes.VehicleVectorParam:
3674 changeVehicleVectorParam((strVehicleVectorParam) arg);
3675 break;
3676
3677 case changes.VehicleRotationParam:
3678 changeVehicleRotationParam((strVehicleQuatParam) arg);
3679 break;
3680
3681 case changes.SetVehicle:
3682 changeSetVehicle((VehicleData) arg);
3683 break;
3684 case changes.Null:
3685 donullchange();
3686 break;
3687
3688 default:
3689 donullchange();
3690 break;
3691 }
3692 return false;
3693 }
3694
3695 public void AddChange(changes what, object arg)
3696 {
3697 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3698 }
3699
3700
3701 private struct strVehicleBoolParam
3702 {
3703 public int param;
3704 public bool value;
3705 }
3706
3707 private struct strVehicleFloatParam
3708 {
3709 public int param;
3710 public float value;
3711 }
3712
3713 private struct strVehicleQuatParam
3714 {
3715 public int param;
3716 public Quaternion value;
3717 }
3718
3719 private struct strVehicleVectorParam
3720 {
3721 public int param;
3722 public Vector3 value;
3723 }
3724 }
3725} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
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 OdeAPI;
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 ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: 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.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ 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..2b6bc59
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1960 @@
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 FirstUserClass,
117 LastUserClass = FirstUserClass + MaxUserClasses - 1,
118 NumClasses,
119 MaxUserClasses = 4
120 }
121
122 public enum JointType : int
123 {
124 None,
125 Ball,
126 Hinge,
127 Slider,
128 Contact,
129 Universal,
130 Hinge2,
131 Fixed,
132 Null,
133 AMotor,
134 LMotor,
135 Plane2D
136 }
137
138 public enum JointParam : int
139 {
140 LoStop,
141 HiStop,
142 Vel,
143 FMax,
144 FudgeFactor,
145 Bounce,
146 CFM,
147 StopERP,
148 StopCFM,
149 SuspensionERP,
150 SuspensionCFM,
151 LoStop2 = 256,
152 HiStop2,
153 Vel2,
154 FMax2,
155 FudgeFactor2,
156 Bounce2,
157 CFM2,
158 StopERP2,
159 StopCFM2,
160 SuspensionERP2,
161 SuspensionCFM2,
162 LoStop3 = 512,
163 HiStop3,
164 Vel3,
165 FMax3,
166 FudgeFactor3,
167 Bounce3,
168 CFM3,
169 StopERP3,
170 StopCFM3,
171 SuspensionERP3,
172 SuspensionCFM3
173 }
174
175 public enum dSweepAndPruneAxis : int
176 {
177 XYZ = ((0)|(1<<2)|(2<<4)),
178 XZY = ((0)|(2<<2)|(1<<4)),
179 YXZ = ((1)|(0<<2)|(2<<4)),
180 YZX = ((1)|(2<<2)|(0<<4)),
181 ZXY = ((2)|(0<<2)|(1<<4)),
182 ZYX = ((2)|(1<<2)|(0<<4))
183 }
184
185 #endregion
186
187 #region Callbacks
188
189 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
190 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate ColliderFn GetColliderFnFn(int num);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate void GeomDtorFn(IntPtr o);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
218
219 #endregion
220
221 #region Structs
222
223 [StructLayout(LayoutKind.Sequential)]
224 public struct AABB
225 {
226 public dReal MinX, MaxX;
227 public dReal MinY, MaxY;
228 public dReal MinZ, MaxZ;
229 }
230
231
232 [StructLayout(LayoutKind.Sequential)]
233 public struct Contact
234 {
235 public SurfaceParameters surface;
236 public ContactGeom geom;
237 public Vector3 fdir1;
238 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
239 }
240
241
242 [StructLayout(LayoutKind.Sequential)]
243 public struct ContactGeom
244 {
245
246 public Vector3 pos;
247 public Vector3 normal;
248 public dReal depth;
249 public IntPtr g1;
250 public IntPtr g2;
251 public int side1;
252 public int side2;
253 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
254 }
255
256 [StructLayout(LayoutKind.Sequential)]
257 public struct GeomClass
258 {
259 public int bytes;
260 public GetColliderFnFn collider;
261 public GetAABBFn aabb;
262 public AABBTestFn aabb_test;
263 public GeomDtorFn dtor;
264 }
265
266
267 [StructLayout(LayoutKind.Sequential)]
268 public struct JointFeedback
269 {
270 public Vector3 f1;
271 public Vector3 t1;
272 public Vector3 f2;
273 public Vector3 t2;
274 }
275
276
277 [StructLayout(LayoutKind.Sequential)]
278 public struct Mass
279 {
280 public dReal mass;
281 public Vector4 c;
282 public Matrix3 I;
283 }
284
285
286 [StructLayout(LayoutKind.Sequential)]
287 public struct Matrix3
288 {
289 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
290 {
291 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
292 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
293 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
294 }
295 public dReal M00, M10, M20;
296 private dReal _m30;
297 public dReal M01, M11, M21;
298 private dReal _m31;
299 public dReal M02, M12, M22;
300 private dReal _m32;
301 }
302
303 [StructLayout(LayoutKind.Sequential)]
304 public struct Matrix4
305 {
306 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
307 dReal m01, dReal m11, dReal m21, dReal m31,
308 dReal m02, dReal m12, dReal m22, dReal m32,
309 dReal m03, dReal m13, dReal m23, dReal m33)
310 {
311 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
312 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
313 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
314 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
315 }
316 public dReal M00, M10, M20, M30;
317 public dReal M01, M11, M21, M31;
318 public dReal M02, M12, M22, M32;
319 public dReal M03, M13, M23, M33;
320 }
321
322 [StructLayout(LayoutKind.Sequential)]
323 public struct Quaternion
324 {
325 public dReal W, X, Y, Z;
326 }
327
328
329 [StructLayout(LayoutKind.Sequential)]
330 public struct SurfaceParameters
331 {
332 public ContactFlags mode;
333 public dReal mu;
334 public dReal mu2;
335 public dReal bounce;
336 public dReal bounce_vel;
337 public dReal soft_erp;
338 public dReal soft_cfm;
339 public dReal motion1;
340 public dReal motion2;
341 public dReal motionN;
342 public dReal slip1;
343 public dReal slip2;
344 }
345
346
347 [StructLayout(LayoutKind.Sequential)]
348 public struct Vector3
349 {
350 public Vector3(dReal x, dReal y, dReal z)
351 {
352 X = x; Y = y; Z = z; _w = 0.0f;
353 }
354 public dReal X, Y, Z;
355 private dReal _w;
356 }
357
358
359 [StructLayout(LayoutKind.Sequential)]
360 public struct Vector4
361 {
362 public Vector4(dReal x, dReal y, dReal z, dReal w)
363 {
364 X = x; Y = y; Z = z; W = w;
365 }
366 public dReal X, Y, Z, W;
367 }
368
369 #endregion
370
371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
372 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
373
374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
375 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
378 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
381 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
384 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
423 public static extern IntPtr BodyiCreate(IntPtr world);
424 public static IntPtr BodyCreate(IntPtr world)
425 {
426 NTotalBodies++;
427 return BodyiCreate(world);
428 }
429
430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
431 public static extern void BodyiDestroy(IntPtr body);
432 public static void BodyDestroy(IntPtr body)
433 {
434 NTotalBodies--;
435 BodyiDestroy(body);
436 }
437
438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
439 public static extern void BodyDisable(IntPtr body);
440
441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
442 public static extern void BodyEnable(IntPtr body);
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
445 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
448 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
451 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
454 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
457 public static extern int BodyGetAutoDisableSteps(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
463 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
464 public static Vector3 BodyGetAngularVel(IntPtr body)
465 {
466 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
467 }
468
469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
470 public static extern IntPtr BodyGetData(IntPtr body);
471
472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
473 public static extern int BodyGetFiniteRotationMode(IntPtr body);
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
476 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
479 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
480 public static Vector3 BodyGetForce(IntPtr body)
481 {
482 unsafe { return *(BodyGetForceUnsafe(body)); }
483 }
484
485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
486 public static extern bool BodyGetGravityMode(IntPtr body);
487
488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
489 public static extern int BodyGetGyroscopicMode(IntPtr body);
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
492 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
495 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
496 public static Vector3 BodyGetLinearVel(IntPtr body)
497 {
498 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
499 }
500
501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
502 public static extern void BodyGetMass(IntPtr body, out Mass mass);
503
504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
505 public static extern int BodyGetNumJoints(IntPtr body);
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
511 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
512 public static Vector3 BodyGetPosition(IntPtr body)
513 {
514 unsafe { return *(BodyGetPositionUnsafe(body)); }
515 }
516
517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
518 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
519
520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
521 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
522 public static Quaternion BodyGetQuaternion(IntPtr body)
523 {
524 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
525 }
526
527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
528 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
529
530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
531 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
534 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
535 public static Matrix3 BodyGetRotation(IntPtr body)
536 {
537 unsafe { return *(BodyGetRotationUnsafe(body)); }
538 }
539
540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
541 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
542 public static Vector3 BodyGetTorque(IntPtr body)
543 {
544 unsafe { return *(BodyGetTorqueUnsafe(body)); }
545 }
546
547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
548 public static extern IntPtr BodyGetWorld(IntPtr body);
549
550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
551 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
555
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
558 public static extern bool BodyIsEnabled(IntPtr body);
559
560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
561 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
564 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAutoDisableDefaults(IntPtr body);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetData(IntPtr body, IntPtr data);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern dReal BodyGetLinearDamping(IntPtr body);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern dReal BodyGetAngularDamping(IntPtr body);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
606 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
618 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
621 public static extern void BodySetGravityMode(IntPtr body, bool mode);
622
623 /// <summary>
624 /// Sets the Gyroscopic term status on the body specified.
625 /// </summary>
626 /// <param name="body">Pointer to body</param>
627 /// <param name="enabled">NonZero enabled, Zero disabled</param>
628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
629 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
630
631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
632 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
633
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
635 public static extern void BodySetMass(IntPtr body, ref Mass mass);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
662 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
663 ref Vector3 side1, ref Vector3 p2,
664 ref Matrix3 R2, ref Vector3 side2,
665 ref Vector3 normal, out dReal depth, out int return_code,
666 int maxc, out ContactGeom contact, int skip);
667
668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
669 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
670 ref Vector3 side1, ref Vector3 _p2,
671 ref Matrix3 R2, ref Vector3 side2);
672
673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
674 public static extern void CleanupODEAllDataForThread();
675
676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
677 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
678 ref Vector3 b1, ref Vector3 b2,
679 ref Vector3 cp1, ref Vector3 cp2);
680
681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
682 public static extern void CloseODE();
683
684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
685 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
687 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
688
689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
690 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
691
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
693 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
694 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
695 {
696 NTotalGeoms++;
697 return CreateiBox(space, lx, ly, lz);
698 }
699
700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
701 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
702 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
703 {
704 NTotalGeoms++;
705 return CreateiCapsule(space, radius, length);
706 }
707
708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
709 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
710 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
711 {
712 NTotalGeoms++;
713 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
714 }
715
716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
717 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
718 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
719 {
720 NTotalGeoms++;
721 return CreateiCylinder(space, radius, length);
722 }
723
724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
725 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
726 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
727 {
728 NTotalGeoms++;
729 return CreateiHeightfield(space, data, bPlaceable);
730 }
731
732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
733 public static extern IntPtr CreateiGeom(int classnum);
734 public static IntPtr CreateGeom(int classnum)
735 {
736 NTotalGeoms++;
737 return CreateiGeom(classnum);
738 }
739
740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
741 public static extern int CreateGeomClass(ref GeomClass classptr);
742
743 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
744 public static extern IntPtr CreateGeomTransform(IntPtr space);
745
746 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
747 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
748 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
749 {
750 NTotalGeoms++;
751 return CreateiPlane(space, a, b, c, d);
752 }
753
754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
755 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
756 public static IntPtr CreateRay(IntPtr space, dReal length)
757 {
758 NTotalGeoms++;
759 return CreateiRay(space, length);
760 }
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
764 public static IntPtr CreateSphere(IntPtr space, dReal radius)
765 {
766 NTotalGeoms++;
767 return CreateiSphere(space, radius);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
772 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
773 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
774 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
775 {
776 NTotalGeoms++;
777 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
778 }
779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
780 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
781
782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
783 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
784
785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
786 public static extern int FactorCholesky(ref dReal A00, int n);
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
789 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
790
791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
792 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
793
794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
795 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
796
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
801 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
804 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
807 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomClearOffset(IntPtr geom);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
816 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
819 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
825 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
828 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
831 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
846 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
849 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomiDestroy(IntPtr geom);
853 public static void GeomDestroy(IntPtr geom)
854 {
855 NTotalGeoms--;
856 GeomiDestroy(geom);
857 }
858
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomDisable(IntPtr geom);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomEnable(IntPtr geom);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
871
872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
873 public static extern IntPtr GeomGetBody(IntPtr geom);
874
875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
876 public static extern int GeomGetCategoryBits(IntPtr geom);
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
879 public static extern IntPtr GeomGetClassData(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
882 public static extern int GeomGetCollideBits(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
885 public static extern GeomClassID GeomGetClass(IntPtr geom);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
888 public static extern IntPtr GeomGetData(IntPtr geom);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
891 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
892 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
893 {
894 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
895 }
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
898 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
899 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
900 {
901 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
902 }
903
904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
905 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
906 public static Vector3 GeomGetPosition(IntPtr geom)
907 {
908 unsafe { return *(GeomGetPositionUnsafe(geom)); }
909 }
910
911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
912 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
913
914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
915 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
916
917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
918 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
919 public static Matrix3 GeomGetRotation(IntPtr geom)
920 {
921 unsafe { return *(GeomGetRotationUnsafe(geom)); }
922 }
923
924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
925 public static extern IntPtr GeomGetSpace(IntPtr geom);
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
929 dReal width, dReal depth, int widthSamples, int depthSamples,
930 dReal scale, dReal offset, dReal thickness, int bWrap);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
934 dReal width, dReal depth, int widthSamples, int depthSamples,
935 dReal scale, dReal offset, dReal thickness, int bWrap);
936
937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
938 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
939 dReal width, dReal depth, int widthSamples, int depthSamples,
940 dReal scale, dReal offset, dReal thickness, int bWrap);
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
943 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
944 dReal width, dReal depth, int widthSamples, int depthSamples,
945 dReal scale, dReal offset, dReal thickness, int bWrap);
946
947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
948 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
949 dReal width, dReal depth, int widthSamples, int depthSamples,
950 dReal scale, dReal offset, dReal thickness, int bWrap);
951
952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
953 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
954 dReal width, dReal depth, int widthSamples, int depthSamples,
955 dReal scale, dReal offset, dReal thickness, int bWrap);
956
957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
958 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
959 dReal width, dReal depth, int widthSamples, int depthSamples,
960 dReal scale, dReal offset, dReal thickness, int bWrap);
961
962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
963 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
964 dReal width, dReal depth, int widthSamples, int depthSamples,
965 dReal scale, dReal offset, dReal thickness, int bWrap);
966
967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
968 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
969 dReal width, dReal depth, int widthSamples, int depthSamples,
970 dReal scale, dReal offset, dReal thickness, int bWrap);
971
972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
973 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
974 dReal width, dReal depth, int widthSamples, int depthSamples,
975 dReal scale, dReal offset, dReal thickness, int bWrap);
976
977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
978 public static extern IntPtr GeomHeightfieldDataCreate();
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
982
983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
984 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
987 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
988
989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
990 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
993 public static extern bool GeomIsEnabled(IntPtr geom);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
996 public static extern bool GeomIsOffset(IntPtr geom);
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
999 public static extern bool GeomIsSpace(IntPtr geom);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1005 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1008 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1009
1010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1011 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1018
1019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1020 public static extern int GeomRayGetClosestHit(IntPtr ray);
1021
1022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1023 public static extern dReal GeomRayGetLength(IntPtr ray);
1024
1025 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1026 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1027
1028 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1029 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1030
1031 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1032 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1035 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1044 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1050 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1053 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1065 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1068 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1071 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1095 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1101 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1104 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1110 public static extern int GeomTransformGetCleanup(IntPtr geom);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1113 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1116 public static extern int GeomTransformGetInfo(IntPtr geom);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1129 double[] vertices, int vertexStride, int vertexCount,
1130 int[] indices, int indexCount, int triStride);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1134 IntPtr vertices, int vertexStride, int vertexCount,
1135 IntPtr indices, int indexCount, int triStride);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1139 double[] vertices, int vertexStride, int vertexCount,
1140 int[] indices, int indexCount, int triStride,
1141 double[] normals);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1145 IntPtr vertices, int vertexStride, int vertexCount,
1146 IntPtr indices, int indexCount, int triStride,
1147 IntPtr normals);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1151 dReal[] vertices, int vertexStride, int vertexCount,
1152 int[] indices, int indexCount, int triStride);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1155 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1156 IntPtr vertices, int vertexStride, int vertexCount,
1157 IntPtr indices, int indexCount, int triStride);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1160 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1161 dReal[] vertices, int vertexStride, int vertexCount,
1162 int[] indices, int indexCount, int triStride,
1163 dReal[] normals);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1167 IntPtr vertices, int vertexStride, int vertexCount,
1168 IntPtr indices, int indexCount, int triStride,
1169 IntPtr normals);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1173 float[] vertices, int vertexStride, int vertexCount,
1174 int[] indices, int indexCount, int triStride);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1178 IntPtr vertices, int vertexStride, int vertexCount,
1179 IntPtr indices, int indexCount, int triStride);
1180
1181 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1182 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1183 float[] vertices, int vertexStride, int vertexCount,
1184 int[] indices, int indexCount, int triStride,
1185 float[] normals);
1186
1187 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1188 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1189 IntPtr vertices, int vertexStride, int vertexCount,
1190 IntPtr indices, int indexCount, int triStride,
1191 IntPtr normals);
1192
1193 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1194 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1197 public static extern IntPtr GeomTriMeshDataCreate();
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1201
1202 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1203 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1204
1205 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1206 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1207
1208 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1209 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1210
1211 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1212 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1213
1214 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1215 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1218 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1219
1220 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1221 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1224 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1227 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1228 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1229 {
1230 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1231 }
1232
1233 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1234 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1235
1236 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1237 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1240 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1241
1242 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1243 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1246 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1247
1248 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1249 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1255 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1261 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1270 public static extern string GetConfiguration(string str);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1273 public static extern IntPtr HashSpaceCreate(IntPtr space);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1276 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1279 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1282 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1285 public static extern void InitODE();
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1288 public static extern int InitODE2(uint ODEInitFlags);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1291 public static extern int IsPositiveDefinite(ref dReal A, int n);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1294 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1297 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1300 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1303 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1306 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1309 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1312 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1315 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1321 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1324 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1325 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1326 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1327
1328 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1329 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1330
1331 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1332 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1333
1334 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1335 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1341 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1344 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1347 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1350 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1353 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1356 public static extern void JointDestroy(IntPtr j);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1359 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1362 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1368 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1371 public static extern int JointGetAMotorMode(IntPtr j);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1374 public static extern int JointGetAMotorNumAxes(IntPtr j);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1377 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1383 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointGetBody(IntPtr j);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointGetData(IntPtr j);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1392 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1393 public static JointFeedback JointGetFeedback(IntPtr j)
1394 {
1395 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1396 }
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1399 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1402 public static extern dReal JointGetHingeAngle(IntPtr j);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1405 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1417 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1420 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1423 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1426 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1429 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1438 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1441 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1444 public static extern int JointGetLMotorNumAxes(IntPtr j);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1450 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1456 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetPRPosition(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetPRPositionRate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetSliderPosition(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1477 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1480 public static extern JointType JointGetType(IntPtr j);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1489 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1495 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1498 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1513 public static extern IntPtr JointGroupCreate(int max_size);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1516 public static extern void JointGroupDestroy(IntPtr group);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1519 public static extern void JointGroupEmpty(IntPtr group);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1525 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1534 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1543 public static extern void JointSetData(IntPtr j, IntPtr data);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointSetFixed(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1627 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1630 public static extern void MassAdd(ref Mass a, ref Mass b);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1633 public static extern void MassAdjust(ref Mass m, dReal newmass);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1636 public static extern bool MassCheck(ref Mass m);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1639 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1642 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1645 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1648 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1651 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1654 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1657 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1660 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1663 public static extern void MassSetParameters(out Mass mass, dReal themass,
1664 dReal cgx, dReal cgy, dReal cgz,
1665 dReal i11, dReal i22, dReal i33,
1666 dReal i12, dReal i13, dReal i23);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1669 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1672 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassSetZero(out Mass mass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1681 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1684 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1687 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1688 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1689 {
1690 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1691 }
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1694 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1697 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1700 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1703 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1706 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1709 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1712 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1715 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1716
1717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1718 public static extern void QSetIdentity(out Quaternion q);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1721 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1724 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1727 public static extern dReal RandReal();
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1730 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1733 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1736 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1739 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1742 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1745 public static extern void RSetIdentity(out Matrix3 R);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1748 public static extern void SetValue(out dReal a, int n);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1751 public static extern void SetZero(out dReal a, int n);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1754 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1757 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1760 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1763 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1766 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1769 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1772 public static extern bool SpaceLockQuery(IntPtr space);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1775 public static extern void SpaceClean(IntPtr space);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1778 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1781 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1784 public static extern void SpaceDestroy(IntPtr space);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1787 public static extern bool SpaceGetCleanup(IntPtr space);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1790 public static extern int SpaceGetNumGeoms(IntPtr space);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1793 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1796 public static extern int SpaceGetSublevel(IntPtr space);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1799 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1811 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1814 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1817 public static extern IntPtr WorldCreate();
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1820 public static extern void WorldDestroy(IntPtr world);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1823 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1826 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1829 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1832 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1835 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1838 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1841 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1844 public static extern dReal WorldGetCFM(IntPtr world);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1847 public static extern dReal WorldGetERP(IntPtr world);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1850 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1853 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1856 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1859 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1862 public static extern dReal WorldGetAngularDamping(IntPtr world);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1865 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1868 public static extern dReal WorldGetLinearDamping(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1874 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetQuickStepW(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1883 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1886 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1889 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1892 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1901 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1910 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1913 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1916 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1919 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1922 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1925 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldSetERP(IntPtr world, dReal erp);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldStep(IntPtr world, dReal stepsize);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1959 }
1960}
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..76d7746
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2356 @@
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 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Phantom,
132 Selected,
133 disabled,
134 building,
135
136 VehicleType,
137 VehicleFloatParam,
138 VehicleVectorParam,
139 VehicleRotationParam,
140 VehicleFlags,
141 SetVehicle,
142
143 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
144 }
145
146 public struct ODEchangeitem
147 {
148 public PhysicsActor actor;
149 public OdeCharacter character;
150 public changes what;
151 public Object arg;
152 }
153
154 public class OdeScene : PhysicsScene
155 {
156 private readonly ILog m_log;
157 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
158
159// private int threadid = 0;
160 private Random fluidRandomizer = new Random(Environment.TickCount);
161
162 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
163 const float comumContactERP = 0.6f;
164 const float comumSoftContactERP = 0.1f;
165 const float comumContactCFM = 0.0001f;
166
167 float frictionMovementMult = 0.3f;
168
169 float TerrainBounce = 0.1f;
170 float TerrainFriction = 0.3f;
171
172 public float AvatarBounce = 0.3f;
173 public float AvatarFriction = 0;// 0.9f * 0.5f;
174
175 private const uint m_regionWidth = Constants.RegionSize;
176 private const uint m_regionHeight = Constants.RegionSize;
177
178 public float ODE_STEPSIZE = 0.020f;
179 private float metersInSpace = 25.6f;
180 private float m_timeDilation = 1.0f;
181
182 public float gravityx = 0f;
183 public float gravityy = 0f;
184 public float gravityz = -9.8f;
185
186 private float waterlevel = 0f;
187 private int framecount = 0;
188
189 internal IntPtr WaterGeom;
190
191 public float avPIDD = 2200f; // make it visible
192 public float avPIDP = 900f; // make it visible
193 private float avCapRadius = 0.37f;
194 private float avDensity = 3f;
195 private float avMovementDivisorWalk = 1.3f;
196 private float avMovementDivisorRun = 0.8f;
197 private float minimumGroundFlightOffset = 3f;
198 public float maximumMassObject = 10000.01f;
199
200 public bool meshSculptedPrim = true;
201 public bool forceSimplePrimMeshing = false;
202
203 public float meshSculptLOD = 32;
204 public float MeshSculptphysicalLOD = 32;
205
206 public float geomDefaultDensity = 10.000006836f;
207
208 public int geomContactPointsStartthrottle = 3;
209 public int geomUpdatesPerThrottledUpdate = 15;
210
211 public float bodyPIDD = 35f;
212 public float bodyPIDG = 25;
213
214// public int geomCrossingFailuresBeforeOutofbounds = 6;
215
216 public int bodyFramesAutoDisable = 20;
217
218 private float[] _watermap;
219
220 private d.NearCallback nearCallback;
221
222 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
223 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
224 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
225 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
226
227 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
228
229 /// <summary>
230 /// A list of actors that should receive collision events.
231 /// </summary>
232 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
233
234 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
235 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
236 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
237
238 private float contactsurfacelayer = 0.002f;
239
240 private int contactsPerCollision = 80;
241 internal IntPtr ContactgeomsArray = IntPtr.Zero;
242 private IntPtr GlobalContactsArray = IntPtr.Zero;
243
244 const int maxContactsbeforedeath = 4000;
245 private volatile int m_global_contactcount = 0;
246
247
248 private readonly IntPtr contactgroup;
249
250 public ContactData[] m_materialContactsData = new ContactData[8];
251
252 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
253 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
254 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
255
256 private int m_physicsiterations = 10;
257 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
258 private readonly PhysicsActor PANull = new NullPhysicsActor();
259 private float step_time = 0.0f;
260
261 public IntPtr world;
262
263 private uint obj2LocalID = 0;
264 private OdeCharacter cc1;
265 private OdePrim cp1;
266 private OdeCharacter cc2;
267 private OdePrim cp2;
268
269 // split the spaces acording to contents type
270 // ActiveSpace contains characters and active prims
271 // StaticSpace contains land and other that is mostly static in enviroment
272 // this can contain subspaces, like the grid in staticspace
273 // as now space only contains this 2 top spaces
274
275 public IntPtr TopSpace; // the global space
276 public IntPtr ActiveSpace; // space for active prims
277 public IntPtr StaticSpace; // space for the static things around
278
279 // some speedup variables
280 private int spaceGridMaxX;
281 private int spaceGridMaxY;
282 private float spacesPerMeter;
283
284 // split static geometry collision into a grid as before
285 private IntPtr[,] staticPrimspace;
286
287 private Object OdeLock;
288 private static Object SimulationLock;
289
290 public IMesher mesher;
291
292 private IConfigSource m_config;
293
294 public bool physics_logging = false;
295 public int physics_logging_interval = 0;
296 public bool physics_logging_append_existing_logfile = false;
297
298 private Vector3 m_worldOffset = Vector3.Zero;
299 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
300 private PhysicsScene m_parentScene = null;
301
302 private ODERayCastRequestManager m_rayCastManager;
303
304
305/* maybe needed if ode uses tls
306 private void checkThread()
307 {
308
309 int th = Thread.CurrentThread.ManagedThreadId;
310 if(th != threadid)
311 {
312 threadid = th;
313 d.AllocateODEDataForThread(~0U);
314 }
315 }
316 */
317 /// <summary>
318 /// Initiailizes the scene
319 /// Sets many properties that ODE requires to be stable
320 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
321 /// </summary>
322 public OdeScene(string sceneIdentifier)
323 {
324 m_log
325 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
326
327// checkThread();
328 Name = sceneIdentifier;
329
330 OdeLock = new Object();
331 SimulationLock = new Object();
332
333 nearCallback = near;
334
335 m_rayCastManager = new ODERayCastRequestManager(this);
336 lock (OdeLock)
337 {
338 // Create the world and the first space
339 try
340 {
341 world = d.WorldCreate();
342 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
343
344 // now the major subspaces
345 ActiveSpace = d.HashSpaceCreate(TopSpace);
346 StaticSpace = d.HashSpaceCreate(TopSpace);
347 }
348 catch
349 {
350 // i must RtC#FM
351 }
352
353 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
354 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
355 d.HashSpaceSetLevels(StaticSpace, -2, 8);
356
357 // demote to second level
358 d.SpaceSetSublevel(ActiveSpace, 1);
359 d.SpaceSetSublevel(StaticSpace, 1);
360
361 contactgroup = d.JointGroupCreate(0);
362 //contactgroup
363
364 d.WorldSetAutoDisableFlag(world, false);
365 }
366
367 _watermap = new float[258 * 258];
368 }
369
370 // Initialize the mesh plugin
371// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
372 public override void Initialise(IMesher meshmerizer, IConfigSource config)
373 {
374// checkThread();
375 mesher = meshmerizer;
376 m_config = config;
377
378// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
379 /*
380 if (region != null)
381 {
382 WorldExtents.X = region.RegionSizeX;
383 WorldExtents.Y = region.RegionSizeY;
384 }
385 */
386
387 // Defaults
388
389 int contactsPerCollision = 80;
390
391 if (m_config != null)
392 {
393 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
394 if (physicsconfig != null)
395 {
396 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
397 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
398 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
399
400 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
401
402 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
403
404 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
405 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
406
407 avDensity = physicsconfig.GetFloat("av_density", avDensity);
408 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
409 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
410 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
411
412 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
413
414 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
415 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
416// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
417
418 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
419 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
420
421 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
422 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
423
424 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
425 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
426 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
427 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
428
429 if (Environment.OSVersion.Platform == PlatformID.Unix)
430 {
431 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
432 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
433 }
434 else
435 {
436 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
437 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
438 }
439
440 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
441 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
442 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
443
444 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
445 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
446 }
447 }
448
449 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
450 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
451
452 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
453 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
454
455 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
456 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
457
458 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
459 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
460
461 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
462 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
463
464 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
465 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
466
467 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
468 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
469
470 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
471 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
472
473 m_materialContactsData[(int)Material.light].mu = 0.0f;
474 m_materialContactsData[(int)Material.light].bounce = 0.0f;
475
476 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
477
478 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
479 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
480
481 d.WorldSetLinearDamping(world, 0.001f);
482 d.WorldSetAngularDamping(world, 0.001f);
483 d.WorldSetAngularDampingThreshold(world, 0f);
484 d.WorldSetLinearDampingThreshold(world, 0f);
485 d.WorldSetMaxAngularSpeed(world, 256f);
486
487 d.WorldSetCFM(world,1e-6f); // a bit harder than default
488 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
489 d.WorldSetERP(world, 0.6f); // higher than original
490
491 // Set how many steps we go without running collision testing
492 // This is in addition to the step size.
493 // Essentially Steps * m_physicsiterations
494 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
495 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
496
497 spacesPerMeter = 1 / metersInSpace;
498 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
499 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
500
501 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
502
503 // create all spaces now
504 int i, j;
505 IntPtr newspace;
506 for (i = 0; i < spaceGridMaxX; i++)
507 for (j = 0; j < spaceGridMaxY; j++)
508 {
509 newspace = d.HashSpaceCreate(StaticSpace);
510 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
511 waitForSpaceUnlock(newspace);
512 d.SpaceSetSublevel(newspace, 2);
513 d.HashSpaceSetLevels(newspace, -2, 8);
514 staticPrimspace[i, j] = newspace;
515 }
516 // let this now be real maximum values
517 spaceGridMaxX--;
518 spaceGridMaxY--;
519 }
520
521 internal void waitForSpaceUnlock(IntPtr space)
522 {
523 //if (space != IntPtr.Zero)
524 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
525 }
526
527 #region Collision Detection
528
529 // sets a global contact for a joint for contactgeom , and base contact description)
530
531 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
532 {
533 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
534 return IntPtr.Zero;
535
536 d.Contact newcontact = new d.Contact();
537 newcontact.geom.depth = contactGeom.depth;
538 newcontact.geom.g1 = contactGeom.g1;
539 newcontact.geom.g2 = contactGeom.g2;
540 newcontact.geom.pos = contactGeom.pos;
541 newcontact.geom.normal = contactGeom.normal;
542 newcontact.geom.side1 = contactGeom.side1;
543 newcontact.geom.side2 = contactGeom.side2;
544
545 // this needs bounce also
546 newcontact.surface.mode = comumContactFlags;
547 newcontact.surface.mu = mu;
548 newcontact.surface.bounce = bounce;
549 newcontact.surface.soft_cfm = comumContactCFM;
550 if (softerp)
551 newcontact.surface.soft_erp = comumSoftContactERP;
552 else
553 newcontact.surface.soft_erp = comumContactERP;
554
555 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
556 Marshal.StructureToPtr(newcontact, contact, true);
557 return d.JointCreateContactPtr(world, contactgroup, contact);
558 }
559
560
561
562 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
563 {
564 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
565 return false;
566
567 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
568 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
569 return true;
570 }
571
572 /// <summary>
573 /// This is our near callback. A geometry is near a body
574 /// </summary>
575 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
576 /// <param name="g1">a geometry or space</param>
577 /// <param name="g2">another geometry or space</param>
578 ///
579
580 private void near(IntPtr space, IntPtr g1, IntPtr g2)
581 {
582 // no lock here! It's invoked from within Simulate(), which is thread-locked
583
584 if (m_global_contactcount >= maxContactsbeforedeath)
585 return;
586
587 // Test if we're colliding a geom with a space.
588 // If so we have to drill down into the space recursively
589
590 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
591 return;
592
593 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
594 {
595 // We'll be calling near recursivly if one
596 // of them is a space to find all of the
597 // contact points in the space
598 try
599 {
600 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
601 }
602 catch (AccessViolationException)
603 {
604 m_log.Warn("[PHYSICS]: Unable to collide test a space");
605 return;
606 }
607 //here one should check collisions of geoms inside a space
608 // but on each space we only should have geoms that not colide amoung each other
609 // so we don't dig inside spaces
610 return;
611 }
612
613 // get geom bodies to check if we already a joint contact
614 // guess this shouldn't happen now
615 IntPtr b1 = d.GeomGetBody(g1);
616 IntPtr b2 = d.GeomGetBody(g2);
617
618 // d.GeomClassID id = d.GeomGetClass(g1);
619
620 // Figure out how many contact points we have
621 int count = 0;
622 try
623 {
624 // Colliding Geom To Geom
625 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
626
627 if (g1 == g2)
628 return; // Can't collide with yourself
629
630 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
631 return;
632
633 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
634 }
635 catch (SEHException)
636 {
637 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.");
638// ode.drelease(world);
639 base.TriggerPhysicsBasedRestart();
640 }
641 catch (Exception e)
642 {
643 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
644 return;
645 }
646
647 // id contacts done
648 if (count == 0)
649 return;
650
651 // try get physical actors
652 PhysicsActor p1;
653 PhysicsActor p2;
654
655 if (!actor_name_map.TryGetValue(g1, out p1))
656 {
657 p1 = PANull;
658 }
659
660 if (!actor_name_map.TryGetValue(g2, out p2))
661 {
662 p2 = PANull;
663 }
664
665 // update actors collision score
666 if (p1.CollisionScore >= float.MaxValue - count)
667 p1.CollisionScore = 0;
668 p1.CollisionScore += count;
669
670 if (p2.CollisionScore >= float.MaxValue - count)
671 p2.CollisionScore = 0;
672 p2.CollisionScore += count;
673
674
675 // get first contact
676 d.ContactGeom curContact = new d.ContactGeom();
677 if (!GetCurContactGeom(0, ref curContact))
678 return;
679 // for now it's the one with max depth
680 ContactPoint maxDepthContact = new ContactPoint(
681 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
682 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
683 curContact.depth
684 );
685 // do volume detection case
686 if (
687 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
688 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
689 {
690 collision_accounting_events(p1, p2, maxDepthContact);
691 return;
692 }
693
694 // big messy collision analises
695 float mu = 0;
696 float bounce = 0;
697 ContactData contactdata1 = new ContactData(0, 0, false);
698 ContactData contactdata2 = new ContactData(0, 0, false);
699 bool erpSoft = false;
700
701 String name = null;
702 bool dop1foot = false;
703 bool dop2foot = false;
704 bool ignore = false;
705
706 switch (p1.PhysicsActorType)
707 {
708 case (int)ActorTypes.Agent:
709 switch (p2.PhysicsActorType)
710 {
711 case (int)ActorTypes.Agent:
712 p1.getContactData(ref contactdata1);
713 p2.getContactData(ref contactdata2);
714
715 bounce = contactdata1.bounce * contactdata2.bounce;
716
717 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
718
719 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
720 mu *= frictionMovementMult;
721
722 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
723 p1.CollidingObj = true;
724 p2.CollidingObj = true;
725 break;
726 case (int)ActorTypes.Prim:
727 p1.getContactData(ref contactdata1);
728 p2.getContactData(ref contactdata2);
729 bounce = contactdata1.bounce * contactdata2.bounce;
730
731 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
732
733 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
734 mu *= frictionMovementMult;
735 if (p2.Velocity.LengthSquared() > 0.0f)
736 p2.CollidingObj = true;
737
738 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
739
740 dop1foot = true;
741 break;
742 default:
743 ignore=true; // avatar to terrain and water ignored
744 break;
745 }
746 break;
747
748 case (int)ActorTypes.Prim:
749 switch (p2.PhysicsActorType)
750 {
751 case (int)ActorTypes.Agent:
752 p1.getContactData(ref contactdata1);
753 p2.getContactData(ref contactdata2);
754 bounce = contactdata1.bounce * contactdata2.bounce;
755
756 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
757
758 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
759 mu *= frictionMovementMult;
760
761 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
762 dop2foot = true;
763 if (p1.Velocity.LengthSquared() > 0.0f)
764 p1.CollidingObj = true;
765 break;
766 case (int)ActorTypes.Prim:
767 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
768 {
769 p1.CollidingObj = true;
770 p2.CollidingObj = true;
771 }
772 p1.getContactData(ref contactdata1);
773 p2.getContactData(ref contactdata2);
774 bounce = contactdata1.bounce * contactdata2.bounce;
775 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
776 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
777
778 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
779 mu *= frictionMovementMult;
780
781 break;
782 default:
783 if (geom_name_map.TryGetValue(g2, out name))
784 {
785 if (name == "Terrain")
786 {
787 p1.getContactData(ref contactdata1);
788 bounce = contactdata1.bounce * TerrainBounce;
789 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
790 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
791 mu *= frictionMovementMult;
792 erpSoft = contactdata1.softcolide;
793 p1.CollidingGround = true;
794 }
795 else if (name == "Water")
796 {
797 erpSoft = true;
798 }
799 }
800 else
801 ignore=true;
802 break;
803 }
804 break;
805
806 default:
807 if (geom_name_map.TryGetValue(g1, out name))
808 {
809 if (name == "Terrain")
810 {
811 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
812 {
813 p2.CollidingGround = true;
814 p2.getContactData(ref contactdata2);
815 bounce = contactdata2.bounce * TerrainBounce;
816 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
817 erpSoft = contactdata2.softcolide;
818
819 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
820 mu *= frictionMovementMult;
821 }
822 else
823 ignore = true;
824
825 }
826 else if (name == "Water" &&
827 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
828 {
829 erpSoft = true;
830 }
831 }
832 else
833 ignore = true;
834 break;
835 }
836
837 if (ignore)
838 return;
839
840 IntPtr Joint;
841
842 int i = 0;
843 while(true)
844 {
845 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
846 p1.IsColliding = true;
847 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
848 p2.IsColliding = true;
849
850 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
851 d.JointAttach(Joint, b1, b2);
852
853 if (++m_global_contactcount >= maxContactsbeforedeath)
854 break;
855
856 if(++i >= count)
857 break;
858
859 if (!GetCurContactGeom(i, ref curContact))
860 break;
861
862 if (curContact.depth > maxDepthContact.PenetrationDepth)
863 {
864 maxDepthContact.Position.X = curContact.pos.X;
865 maxDepthContact.Position.Y = curContact.pos.Y;
866 maxDepthContact.Position.Z = curContact.pos.Z;
867 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
868 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
869 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
870 maxDepthContact.PenetrationDepth = curContact.depth;
871 }
872 }
873
874 collision_accounting_events(p1, p2, maxDepthContact);
875
876/*
877 if (notskipedcount > geomContactPointsStartthrottle)
878 {
879 // If there are more then 3 contact points, it's likely
880 // that we've got a pile of objects, so ...
881 // We don't want to send out hundreds of terse updates over and over again
882 // so lets throttle them and send them again after it's somewhat sorted out.
883 this needs checking so out for now
884 if (b1 != IntPtr.Zero)
885 p1.ThrottleUpdates = true;
886 if (b2 != IntPtr.Zero)
887 p2.ThrottleUpdates = true;
888
889 }
890 */
891 }
892
893 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
894 {
895 // obj1LocalID = 0;
896 //returncollisions = false;
897 obj2LocalID = 0;
898 //ctype = 0;
899 //cStartStop = 0;
900 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
901 return;
902
903 switch ((ActorTypes)p1.PhysicsActorType)
904 {
905 case ActorTypes.Agent:
906 cc1 = (OdeCharacter)p1;
907 switch ((ActorTypes)p2.PhysicsActorType)
908 {
909 case ActorTypes.Agent:
910 cc2 = (OdeCharacter)p2;
911 obj2LocalID = cc2.m_localID;
912 if (p2.SubscribedEvents())
913 cc2.AddCollisionEvent(cc1.m_localID, contact);
914 break;
915
916 case ActorTypes.Prim:
917 if (p2 is OdePrim)
918 {
919 cp2 = (OdePrim)p2;
920 obj2LocalID = cp2.m_localID;
921 if (p2.SubscribedEvents())
922 cp2.AddCollisionEvent(cc1.m_localID, contact);
923 }
924 break;
925
926 case ActorTypes.Ground:
927 case ActorTypes.Unknown:
928 default:
929 obj2LocalID = 0;
930 break;
931 }
932 if (p1.SubscribedEvents())
933 {
934 contact.SurfaceNormal = -contact.SurfaceNormal;
935 cc1.AddCollisionEvent(obj2LocalID, contact);
936 }
937 break;
938
939 case ActorTypes.Prim:
940
941 if (p1 is OdePrim)
942 {
943 cp1 = (OdePrim)p1;
944
945 // obj1LocalID = cp2.m_localID;
946 switch ((ActorTypes)p2.PhysicsActorType)
947 {
948 case ActorTypes.Agent:
949 if (p2 is OdeCharacter)
950 {
951 cc2 = (OdeCharacter)p2;
952 obj2LocalID = cc2.m_localID;
953 if (p2.SubscribedEvents())
954 cc2.AddCollisionEvent(cp1.m_localID, contact);
955 }
956 break;
957 case ActorTypes.Prim:
958
959 if (p2 is OdePrim)
960 {
961 cp2 = (OdePrim)p2;
962 obj2LocalID = cp2.m_localID;
963 if (p2.SubscribedEvents())
964 cp2.AddCollisionEvent(cp1.m_localID, contact);
965 }
966 break;
967
968 case ActorTypes.Ground:
969 case ActorTypes.Unknown:
970 default:
971 obj2LocalID = 0;
972 break;
973 }
974 if (p1.SubscribedEvents())
975 {
976 contact.SurfaceNormal = -contact.SurfaceNormal;
977 cp1.AddCollisionEvent(obj2LocalID, contact);
978 }
979 }
980 break;
981 }
982 }
983
984 /// <summary>
985 /// This is our collision testing routine in ODE
986 /// </summary>
987 /// <param name="timeStep"></param>
988 private void collision_optimized()
989 {
990 lock (_characters)
991 {
992 try
993 {
994 foreach (OdeCharacter chr in _characters)
995 {
996 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
997 continue;
998
999 chr.IsColliding = false;
1000 // chr.CollidingGround = false; not done here
1001 chr.CollidingObj = false;
1002 // do colisions with static space
1003 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1004 }
1005 }
1006 catch (AccessViolationException)
1007 {
1008 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1009 }
1010
1011 }
1012
1013 lock (_activeprims)
1014 {
1015 foreach (OdePrim aprim in _activeprims)
1016 {
1017 aprim.CollisionScore = 0;
1018 aprim.IsColliding = false;
1019 }
1020 }
1021
1022 // collide active prims with static enviroment
1023 lock (_activegroups)
1024 {
1025 try
1026 {
1027 foreach (OdePrim prm in _activegroups)
1028 {
1029 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1030 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1031 }
1032 }
1033 catch (AccessViolationException)
1034 {
1035 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1036 }
1037 }
1038 // finally colide active things amoung them
1039 try
1040 {
1041 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1042 }
1043 catch (AccessViolationException)
1044 {
1045 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1046 }
1047// _perloopContact.Clear();
1048 }
1049
1050 #endregion
1051
1052
1053
1054 /// <summary>
1055 /// Add actor to the list that should receive collision events in the simulate loop.
1056 /// </summary>
1057 /// <param name="obj"></param>
1058 public void AddCollisionEventReporting(PhysicsActor obj)
1059 {
1060 lock (_collisionEventPrim)
1061 {
1062 if (!_collisionEventPrim.Contains(obj))
1063 _collisionEventPrim.Add(obj);
1064 }
1065 }
1066
1067 /// <summary>
1068 /// Remove actor from the list that should receive collision events in the simulate loop.
1069 /// </summary>
1070 /// <param name="obj"></param>
1071 public void RemoveCollisionEventReporting(PhysicsActor obj)
1072 {
1073 lock (_collisionEventPrim)
1074 {
1075 if (_collisionEventPrim.Contains(obj))
1076 _collisionEventPrim.Remove(obj);
1077 }
1078 }
1079
1080 #region Add/Remove Entities
1081
1082 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1083 {
1084 Vector3 pos;
1085 pos.X = position.X;
1086 pos.Y = position.Y;
1087 pos.Z = position.Z;
1088 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1089 newAv.Flying = isFlying;
1090 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1091
1092 return newAv;
1093 }
1094
1095 public void AddCharacter(OdeCharacter chr)
1096 {
1097 lock (_characters)
1098 {
1099 if (!_characters.Contains(chr))
1100 {
1101 _characters.Add(chr);
1102 if (chr.bad)
1103 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1104 }
1105 }
1106 }
1107
1108 public void RemoveCharacter(OdeCharacter chr)
1109 {
1110 lock (_characters)
1111 {
1112 if (_characters.Contains(chr))
1113 {
1114 _characters.Remove(chr);
1115 }
1116 }
1117 }
1118
1119 public void BadCharacter(OdeCharacter chr)
1120 {
1121 lock (_badCharacter)
1122 {
1123 if (!_badCharacter.Contains(chr))
1124 _badCharacter.Add(chr);
1125 }
1126 }
1127
1128 public override void RemoveAvatar(PhysicsActor actor)
1129 {
1130 //m_log.Debug("[PHYSICS]:ODELOCK");
1131 ((OdeCharacter) actor).Destroy();
1132 }
1133
1134 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1135 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1136 {
1137 Vector3 pos = position;
1138 Vector3 siz = size;
1139 Quaternion rot = rotation;
1140
1141 OdePrim newPrim;
1142 lock (OdeLock)
1143 {
1144 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1145
1146 lock (_prims)
1147 _prims.Add(newPrim);
1148 }
1149 return newPrim;
1150 }
1151
1152 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1153 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1154 {
1155 Vector3 pos = position;
1156 Vector3 siz = size;
1157 Quaternion rot = rotation;
1158
1159 OdePrim newPrim;
1160 lock (OdeLock)
1161 {
1162 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1163
1164 lock (_prims)
1165 _prims.Add(newPrim);
1166 }
1167 return newPrim;
1168 }
1169
1170 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1171 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1172 {
1173 Vector3 pos = position;
1174 Vector3 siz = size;
1175 Quaternion rot = rotation;
1176
1177 OdePrim newPrim;
1178 lock (OdeLock)
1179 {
1180 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1181
1182 lock (_prims)
1183 _prims.Add(newPrim);
1184 }
1185 return newPrim;
1186 }
1187
1188 public void addActivePrim(OdePrim activatePrim)
1189 {
1190 // adds active prim..
1191 lock (_activeprims)
1192 {
1193 if (!_activeprims.Contains(activatePrim))
1194 _activeprims.Add(activatePrim);
1195 }
1196 }
1197
1198 public void addActiveGroups(OdePrim activatePrim)
1199 {
1200 lock (_activegroups)
1201 {
1202 if (!_activegroups.Contains(activatePrim))
1203 _activegroups.Add(activatePrim);
1204 }
1205 }
1206
1207 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1208 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1209 {
1210 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1211 }
1212
1213
1214 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1215 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1216 {
1217#if SPAM
1218 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1219#endif
1220
1221 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1222 }
1223
1224 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1225 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1226 {
1227#if SPAM
1228 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1229#endif
1230
1231 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1232 }
1233
1234 public override float TimeDilation
1235 {
1236 get { return m_timeDilation; }
1237 }
1238
1239 public override bool SupportsNINJAJoints
1240 {
1241 get { return false; }
1242 }
1243
1244
1245 public void remActivePrim(OdePrim deactivatePrim)
1246 {
1247 lock (_activeprims)
1248 {
1249 _activeprims.Remove(deactivatePrim);
1250 }
1251 }
1252 public void remActiveGroup(OdePrim deactivatePrim)
1253 {
1254 lock (_activegroups)
1255 {
1256 _activegroups.Remove(deactivatePrim);
1257 }
1258 }
1259
1260 public override void RemovePrim(PhysicsActor prim)
1261 {
1262 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1263 // removed in the next physics simulate pass.
1264 if (prim is OdePrim)
1265 {
1266// lock (OdeLock)
1267 {
1268 OdePrim p = (OdePrim)prim;
1269 p.setPrimForRemoval();
1270 }
1271 }
1272 }
1273 /// <summary>
1274 /// This is called from within simulate but outside the locked portion
1275 /// We need to do our own locking here
1276 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1277 /// Simulate() -- justincc).
1278 ///
1279 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1280 ///
1281 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1282 /// that the space was using.
1283 /// </summary>
1284 /// <param name="prim"></param>
1285 public void RemovePrimThreadLocked(OdePrim prim)
1286 {
1287 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1288 lock (prim)
1289 {
1290 RemoveCollisionEventReporting(prim);
1291 lock (_prims)
1292 _prims.Remove(prim);
1293 }
1294
1295 }
1296 #endregion
1297
1298 #region Space Separation Calculation
1299
1300 /// <summary>
1301 /// Called when a static prim moves or becomes static
1302 /// Places the prim in a space one the static sub-spaces grid
1303 /// </summary>
1304 /// <param name="geom">the pointer to the geom that moved</param>
1305 /// <param name="pos">the position that the geom moved to</param>
1306 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1307 /// <returns>a pointer to the new space it's in</returns>
1308 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1309 {
1310 // moves a prim into another static sub-space or from another space into a static sub-space
1311
1312 // Called ODEPrim so
1313 // it's already in locked space.
1314
1315 if (geom == IntPtr.Zero) // shouldn't happen
1316 return IntPtr.Zero;
1317
1318 // get the static sub-space for current position
1319 IntPtr newspace = calculateSpaceForGeom(pos);
1320
1321 if (newspace == currentspace) // if we are there all done
1322 return newspace;
1323
1324 // else remove it from its current space
1325 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1326 {
1327 if (d.GeomIsSpace(currentspace))
1328 {
1329 waitForSpaceUnlock(currentspace);
1330 d.SpaceRemove(currentspace, geom);
1331
1332 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1333 {
1334 d.SpaceDestroy(currentspace);
1335 }
1336 }
1337 else
1338 {
1339 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1340 " Geom:" + geom);
1341 }
1342 }
1343 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1344 {
1345 currentspace = d.GeomGetSpace(geom);
1346 if (currentspace != IntPtr.Zero)
1347 {
1348 if (d.GeomIsSpace(currentspace))
1349 {
1350 waitForSpaceUnlock(currentspace);
1351 d.SpaceRemove(currentspace, geom);
1352
1353 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1354 {
1355 d.SpaceDestroy(currentspace);
1356 }
1357
1358 }
1359 }
1360 }
1361
1362 // put the geom in the newspace
1363 waitForSpaceUnlock(newspace);
1364 d.SpaceAdd(newspace, geom);
1365
1366 // let caller know this newspace
1367 return newspace;
1368 }
1369
1370 /// <summary>
1371 /// Calculates the space the prim should be in by its position
1372 /// </summary>
1373 /// <param name="pos"></param>
1374 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1375 public IntPtr calculateSpaceForGeom(Vector3 pos)
1376 {
1377 int x, y;
1378 x = (int)(pos.X * spacesPerMeter);
1379 if (x < 0)
1380 x = 0;
1381 else if (x > spaceGridMaxX)
1382 x = spaceGridMaxX;
1383
1384 y = (int)(pos.Y * spacesPerMeter);
1385 if (y < 0)
1386 y = 0;
1387 else if (y >spaceGridMaxY)
1388 y = spaceGridMaxY;
1389
1390 IntPtr tmpSpace = staticPrimspace[x, y];
1391 return tmpSpace;
1392 }
1393
1394 #endregion
1395
1396 /// <summary>
1397 /// Routine to figure out if we need to mesh this prim with our mesher
1398 /// </summary>
1399 /// <param name="pbs"></param>
1400 /// <returns></returns>
1401 public bool needsMeshing(PrimitiveBaseShape pbs)
1402 {
1403 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1404 // but we still need to check for sculptie meshing being enabled so this is the most
1405 // convenient place to do it for now...
1406
1407 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1408 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1409 int iPropertiesNotSupportedDefault = 0;
1410
1411 if (pbs.SculptEntry)
1412 {
1413 if(!meshSculptedPrim)
1414 return false;
1415 }
1416
1417 // 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
1418 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1419 {
1420 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1421 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1422 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1423 {
1424
1425 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1426 && pbs.ProfileHollow == 0
1427 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1428 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1429 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1430 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1431 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1432 {
1433#if SPAM
1434 m_log.Warn("NonMesh");
1435#endif
1436 return false;
1437 }
1438 }
1439 }
1440
1441 // following code doesn't give meshs to boxes and spheres ever
1442 // and it's odd.. so for now just return true if asked to force meshs
1443 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1444
1445 if (forceSimplePrimMeshing)
1446 return true;
1447
1448 if (pbs.ProfileHollow != 0)
1449 iPropertiesNotSupportedDefault++;
1450
1451 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1452 iPropertiesNotSupportedDefault++;
1453
1454 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1455 iPropertiesNotSupportedDefault++;
1456
1457 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1458 iPropertiesNotSupportedDefault++;
1459
1460 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1461 iPropertiesNotSupportedDefault++;
1462
1463 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1464 iPropertiesNotSupportedDefault++;
1465
1466 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1467 iPropertiesNotSupportedDefault++;
1468
1469 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))
1470 iPropertiesNotSupportedDefault++;
1471
1472 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1473 iPropertiesNotSupportedDefault++;
1474
1475 // test for torus
1476 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1477 {
1478 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1479 {
1480 iPropertiesNotSupportedDefault++;
1481 }
1482 }
1483 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1484 {
1485 if (pbs.PathCurve == (byte)Extrusion.Straight)
1486 {
1487 iPropertiesNotSupportedDefault++;
1488 }
1489
1490 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1491 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1492 {
1493 iPropertiesNotSupportedDefault++;
1494 }
1495 }
1496 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1497 {
1498 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1499 {
1500 iPropertiesNotSupportedDefault++;
1501 }
1502 }
1503 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1504 {
1505 if (pbs.PathCurve == (byte)Extrusion.Straight)
1506 {
1507 iPropertiesNotSupportedDefault++;
1508 }
1509 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1510 {
1511 iPropertiesNotSupportedDefault++;
1512 }
1513 }
1514
1515 if (pbs.SculptEntry && meshSculptedPrim)
1516 iPropertiesNotSupportedDefault++;
1517
1518 if (iPropertiesNotSupportedDefault == 0)
1519 {
1520#if SPAM
1521 m_log.Warn("NonMesh");
1522#endif
1523 return false;
1524 }
1525#if SPAM
1526 m_log.Debug("Mesh");
1527#endif
1528 return true;
1529 }
1530
1531 /// <summary>
1532 /// Called to queue a change to a actor
1533 /// to use in place of old taint mechanism so changes do have a time sequence
1534 /// </summary>
1535
1536 public void AddChange(PhysicsActor actor, changes what, Object arg)
1537 {
1538 ODEchangeitem item = new ODEchangeitem();
1539 item.actor = actor;
1540 item.what = what;
1541 item.arg = arg;
1542 ChangesQueue.Enqueue(item);
1543 }
1544
1545 /// <summary>
1546 /// Called after our prim properties are set Scale, position etc.
1547 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1548 /// This assures us that we have no race conditions
1549 /// </summary>
1550 /// <param name="prim"></param>
1551 public override void AddPhysicsActorTaint(PhysicsActor prim)
1552 {
1553 }
1554
1555 /// <summary>
1556 /// This is our main simulate loop
1557 /// It's thread locked by a Mutex in the scene.
1558 /// It holds Collisions, it instructs ODE to step through the physical reactions
1559 /// It moves the objects around in memory
1560 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1561 /// </summary>
1562 /// <param name="timeStep"></param>
1563 /// <returns></returns>
1564 public override float Simulate(float timeStep)
1565 {
1566 int statstart;
1567 int statchanges = 0;
1568 int statchmove = 0;
1569 int statactmove = 0;
1570 int statray = 0;
1571 int statcol = 0;
1572 int statstep = 0;
1573 int statmovchar = 0;
1574 int statmovprim;
1575 int totjcontact = 0;
1576
1577 // acumulate time so we can reduce error
1578 step_time += timeStep;
1579
1580 if (step_time < ODE_STEPSIZE)
1581 return 0;
1582
1583 if (framecount >= int.MaxValue)
1584 framecount = 0;
1585
1586 framecount++;
1587
1588 int curphysiteractions = m_physicsiterations;
1589
1590 if (step_time >= m_SkipFramesAtms)
1591 {
1592 // if in trouble reduce step resolution
1593 curphysiteractions /= 2;
1594 }
1595
1596 int nodeframes = 0;
1597
1598// checkThread();
1599
1600 lock (SimulationLock)
1601 {
1602 // adjust number of iterations per step
1603 try
1604 {
1605 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1606 }
1607 catch (StackOverflowException)
1608 {
1609 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1610// ode.drelease(world);
1611 base.TriggerPhysicsBasedRestart();
1612 }
1613
1614
1615 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1616 {
1617 try
1618 {
1619 statstart = Util.EnvironmentTickCount();
1620
1621 // clear pointer/counter to contacts to pass into joints
1622 m_global_contactcount = 0;
1623
1624 ODEchangeitem item;
1625
1626 if(ChangesQueue.Count >0)
1627 {
1628 int ttmpstart = Util.EnvironmentTickCount();
1629 int ttmp;
1630 int ttmp2;
1631
1632 while(ChangesQueue.Dequeue(out item))
1633 {
1634 if (item.actor != null)
1635 {
1636 try
1637 {
1638 if (item.actor is OdeCharacter)
1639 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1640 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1641 RemovePrimThreadLocked((OdePrim)item.actor);
1642 }
1643 catch
1644 {
1645 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1646 };
1647 }
1648 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1649 if (ttmp > 20)
1650 break;
1651 }
1652
1653 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1654 if (ttmp2 > 50)
1655 ttmp2 = 0;
1656
1657 }
1658
1659 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1660
1661 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1662 //if ((framecount % m_randomizeWater) == 0)
1663 // randomizeWater(waterlevel);
1664
1665 m_rayCastManager.ProcessQueuedRequests();
1666
1667
1668
1669 statray += Util.EnvironmentTickCountSubtract(statstart);
1670 collision_optimized();
1671 statcol += Util.EnvironmentTickCountSubtract(statstart);
1672
1673 lock (_collisionEventPrim)
1674 {
1675 foreach (PhysicsActor obj in _collisionEventPrim)
1676 {
1677 if (obj == null)
1678 continue;
1679
1680 switch ((ActorTypes)obj.PhysicsActorType)
1681 {
1682 case ActorTypes.Agent:
1683 OdeCharacter cobj = (OdeCharacter)obj;
1684 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1685 cobj.SendCollisions();
1686 break;
1687
1688 case ActorTypes.Prim:
1689 OdePrim pobj = (OdePrim)obj;
1690 pobj.SendCollisions();
1691 break;
1692 }
1693 }
1694 }
1695
1696 d.WorldQuickStep(world, ODE_STEPSIZE);
1697 statstep += Util.EnvironmentTickCountSubtract(statstart);
1698
1699 // Move characters
1700 lock (_characters)
1701 {
1702 List<OdeCharacter> defects = new List<OdeCharacter>();
1703 foreach (OdeCharacter actor in _characters)
1704 {
1705 if (actor != null)
1706 actor.Move(ODE_STEPSIZE, defects);
1707 }
1708 if (defects.Count != 0)
1709 {
1710 foreach (OdeCharacter defect in defects)
1711 {
1712 RemoveCharacter(defect);
1713 }
1714 }
1715 }
1716 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1717
1718 // Move other active objects
1719 lock (_activegroups)
1720 {
1721 foreach (OdePrim aprim in _activegroups)
1722 {
1723 aprim.Move();
1724 }
1725 }
1726
1727 //ode.dunlock(world);
1728 }
1729 catch (Exception e)
1730 {
1731 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1732// ode.dunlock(world);
1733 }
1734
1735 d.JointGroupEmpty(contactgroup);
1736 totjcontact += m_global_contactcount;
1737
1738 step_time -= ODE_STEPSIZE;
1739 nodeframes++;
1740 }
1741
1742 statstart = Util.EnvironmentTickCount();
1743
1744 lock (_characters)
1745 {
1746 foreach (OdeCharacter actor in _characters)
1747 {
1748 if (actor != null)
1749 {
1750 if (actor.bad)
1751 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1752
1753 actor.UpdatePositionAndVelocity();
1754 }
1755 }
1756 }
1757
1758 lock (_badCharacter)
1759 {
1760 if (_badCharacter.Count > 0)
1761 {
1762 foreach (OdeCharacter chr in _badCharacter)
1763 {
1764 RemoveCharacter(chr);
1765 }
1766
1767 _badCharacter.Clear();
1768 }
1769 }
1770 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1771
1772 lock (_activegroups)
1773 {
1774 {
1775 foreach (OdePrim actor in _activegroups)
1776 {
1777 if (actor.IsPhysical)
1778 {
1779 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1780 }
1781 }
1782 }
1783 }
1784
1785 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1786
1787 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1788 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1789 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1790 int nbodies = d.NTotalBodies;
1791 int ngeoms = d.NTotalGeoms;
1792
1793 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1794 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1795 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1796 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1797 {
1798 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1799 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1800
1801 if (physics_logging_append_existing_logfile)
1802 {
1803 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1804 TextWriter fwriter = File.AppendText(fname);
1805 fwriter.WriteLine(header);
1806 fwriter.Close();
1807 }
1808
1809 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1810 }
1811
1812 // think time dilation is not a physics issue alone.. but ok let's fake something
1813 if (step_time < ODE_STEPSIZE) // we did the required loops
1814 m_timeDilation = 1.0f;
1815 else
1816 { // we didn't forget the lost ones and let user know something
1817 m_timeDilation = 1 - step_time / timeStep;
1818 if (m_timeDilation < 0)
1819 m_timeDilation = 0;
1820 step_time = 0;
1821 }
1822 }
1823
1824// return nodeframes * ODE_STEPSIZE; // return real simulated time
1825 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1826 }
1827
1828 /// <summary>
1829 public override void GetResults()
1830 {
1831 }
1832
1833 public override bool IsThreaded
1834 {
1835 // for now we won't be multithreaded
1836 get { return (false); }
1837 }
1838
1839 public float GetTerrainHeightAtXY(float x, float y)
1840 {
1841 // assumes 1m size grid and constante size square regions
1842 // needs to know about sims around in future
1843 // region offset in mega position
1844
1845 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1846 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1847
1848 IntPtr heightFieldGeom = IntPtr.Zero;
1849
1850 // get region map
1851 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1852 return 0f;
1853
1854 if (heightFieldGeom == IntPtr.Zero)
1855 return 0f;
1856
1857 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1858 return 0f;
1859
1860 // TerrainHeightField for ODE as offset 1m
1861 x += 1f - offsetX;
1862 y += 1f - offsetY;
1863
1864 // make position fit into array
1865 if (x < 0)
1866 x = 0;
1867 if (y < 0)
1868 y = 0;
1869
1870 // integer indexs
1871 int ix;
1872 int iy;
1873 // interpolators offset
1874 float dx;
1875 float dy;
1876
1877 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1878
1879 // we still have square fixed size regions
1880 // also flip x and y because of how map is done for ODE fliped axis
1881 // so ix,iy,dx and dy are inter exchanged
1882 if (x < regsize - 1)
1883 {
1884 iy = (int)x;
1885 dy = x - (float)iy;
1886 }
1887 else // out world use external height
1888 {
1889 iy = regsize - 1;
1890 dy = 0;
1891 }
1892 if (y < regsize - 1)
1893 {
1894 ix = (int)y;
1895 dx = y - (float)ix;
1896 }
1897 else
1898 {
1899 ix = regsize - 1;
1900 dx = 0;
1901 }
1902
1903 float h0;
1904 float h1;
1905 float h2;
1906
1907 iy *= regsize;
1908 iy += ix; // all indexes have iy + ix
1909
1910 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1911
1912 if ((dx + dy) <= 1.0f)
1913 {
1914 h0 = ((float)heights[iy]); // 0,0 vertice
1915 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1916 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1917 }
1918 else
1919 {
1920 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1921 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1922 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1923 }
1924
1925 return h0 + h1 + h2;
1926 }
1927 public override void SetTerrain(float[] heightMap)
1928 {
1929 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1930 {
1931 if (m_parentScene is OdeScene)
1932 {
1933 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1934 }
1935 }
1936 else
1937 {
1938 SetTerrain(heightMap, m_worldOffset);
1939 }
1940 }
1941
1942 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1943 {
1944 SetTerrain(heightMap, pOffset);
1945 }
1946
1947 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1948 {
1949 // assumes 1m size grid and constante size square regions
1950 // needs to know about sims around in future
1951
1952 float[] _heightmap;
1953
1954 uint heightmapWidth = Constants.RegionSize + 2;
1955 uint heightmapHeight = Constants.RegionSize + 2;
1956
1957 uint heightmapWidthSamples = heightmapWidth + 1;
1958 uint heightmapHeightSamples = heightmapHeight + 1;
1959
1960 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1961
1962 const float scale = 1.0f;
1963 const float offset = 0.0f;
1964 const float thickness = 10f;
1965 const int wrap = 0;
1966
1967 uint regionsize = Constants.RegionSize;
1968
1969 float hfmin = float.MaxValue;
1970 float hfmax = float.MinValue;
1971 float val;
1972 uint xx;
1973 uint yy;
1974
1975 uint maxXXYY = regionsize - 1;
1976 // flipping map adding one margin all around so things don't fall in edges
1977
1978 uint xt = 0;
1979 xx = 0;
1980
1981 for (uint x = 0; x < heightmapWidthSamples; x++)
1982 {
1983 if (x > 1 && xx < maxXXYY)
1984 xx++;
1985 yy = 0;
1986 for (uint y = 0; y < heightmapHeightSamples; y++)
1987 {
1988 if (y > 1 && y < maxXXYY)
1989 yy += regionsize;
1990
1991 val = heightMap[yy + xx];
1992 if (val < 0.0f)
1993 val = 0.0f; // no neg terrain as in chode
1994 _heightmap[xt + y] = val;
1995
1996 if (hfmin > val)
1997 hfmin = val;
1998 if (hfmax < val)
1999 hfmax = val;
2000 }
2001 xt += heightmapHeightSamples;
2002 }
2003 lock (OdeLock)
2004 {
2005 IntPtr GroundGeom = IntPtr.Zero;
2006 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2007 {
2008 RegionTerrain.Remove(pOffset);
2009 if (GroundGeom != IntPtr.Zero)
2010 {
2011 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2012 {
2013 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2014 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2015 TerrainHeightFieldHeights.Remove(GroundGeom);
2016 }
2017 d.SpaceRemove(StaticSpace, GroundGeom);
2018 d.GeomDestroy(GroundGeom);
2019 }
2020 }
2021 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2022
2023 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2024
2025 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2026 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2027 offset, thickness, wrap);
2028
2029 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2030 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2031 if (GroundGeom != IntPtr.Zero)
2032 {
2033 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
2034 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
2035
2036 }
2037 geom_name_map[GroundGeom] = "Terrain";
2038
2039 d.Matrix3 R = new d.Matrix3();
2040
2041 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2042 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2043
2044
2045 q1 = q1 * q2;
2046
2047 Vector3 v3;
2048 float angle;
2049 q1.GetAxisAngle(out v3, out angle);
2050
2051 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2052 d.GeomSetRotation(GroundGeom, ref R);
2053 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2054 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2055// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2056 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2057 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2058
2059 }
2060 }
2061
2062 public override void DeleteTerrain()
2063 {
2064 }
2065
2066 public float GetWaterLevel()
2067 {
2068 return waterlevel;
2069 }
2070
2071 public override bool SupportsCombining()
2072 {
2073 return true;
2074 }
2075/*
2076 public override void UnCombine(PhysicsScene pScene)
2077 {
2078 IntPtr localGround = IntPtr.Zero;
2079// float[] localHeightfield;
2080 bool proceed = false;
2081 List<IntPtr> geomDestroyList = new List<IntPtr>();
2082
2083 lock (OdeLock)
2084 {
2085 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2086 {
2087 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2088 {
2089 if (geom == localGround)
2090 {
2091// localHeightfield = TerrainHeightFieldHeights[geom];
2092 proceed = true;
2093 }
2094 else
2095 {
2096 geomDestroyList.Add(geom);
2097 }
2098 }
2099
2100 if (proceed)
2101 {
2102 m_worldOffset = Vector3.Zero;
2103 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2104 m_parentScene = null;
2105
2106 foreach (IntPtr g in geomDestroyList)
2107 {
2108 // removingHeightField needs to be done or the garbage collector will
2109 // collect the terrain data before we tell ODE to destroy it causing
2110 // memory corruption
2111 if (TerrainHeightFieldHeights.ContainsKey(g))
2112 {
2113// float[] removingHeightField = TerrainHeightFieldHeights[g];
2114 TerrainHeightFieldHeights.Remove(g);
2115
2116 if (RegionTerrain.ContainsKey(g))
2117 {
2118 RegionTerrain.Remove(g);
2119 }
2120
2121 d.GeomDestroy(g);
2122 //removingHeightField = new float[0];
2123 }
2124 }
2125
2126 }
2127 else
2128 {
2129 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2130 }
2131 }
2132 }
2133 }
2134*/
2135 public override void SetWaterLevel(float baseheight)
2136 {
2137 waterlevel = baseheight;
2138 randomizeWater(waterlevel);
2139 }
2140
2141 public void randomizeWater(float baseheight)
2142 {
2143 const uint heightmapWidth = m_regionWidth + 2;
2144 const uint heightmapHeight = m_regionHeight + 2;
2145 const uint heightmapWidthSamples = m_regionWidth + 2;
2146 const uint heightmapHeightSamples = m_regionHeight + 2;
2147 const float scale = 1.0f;
2148 const float offset = 0.0f;
2149 const float thickness = 2.9f;
2150 const int wrap = 0;
2151
2152 for (int i = 0; i < (258 * 258); i++)
2153 {
2154 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2155 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2156 }
2157
2158 lock (OdeLock)
2159 {
2160 if (WaterGeom != IntPtr.Zero)
2161 {
2162 d.SpaceRemove(StaticSpace, WaterGeom);
2163 }
2164 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2165 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2166 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2167 offset, thickness, wrap);
2168 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2169 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2170 if (WaterGeom != IntPtr.Zero)
2171 {
2172 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2173 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2174
2175 }
2176 geom_name_map[WaterGeom] = "Water";
2177
2178 d.Matrix3 R = new d.Matrix3();
2179
2180 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2181 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2182
2183 q1 = q1 * q2;
2184 Vector3 v3;
2185 float angle;
2186 q1.GetAxisAngle(out v3, out angle);
2187
2188 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2189 d.GeomSetRotation(WaterGeom, ref R);
2190 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2191
2192 }
2193
2194 }
2195
2196 public override void Dispose()
2197 {
2198 m_rayCastManager.Dispose();
2199 m_rayCastManager = null;
2200
2201 lock (OdeLock)
2202 {
2203 lock (_prims)
2204 {
2205 foreach (OdePrim prm in _prims)
2206 {
2207 RemovePrim(prm);
2208 }
2209 }
2210
2211 if (ContactgeomsArray != IntPtr.Zero)
2212 Marshal.FreeHGlobal(ContactgeomsArray);
2213 if (GlobalContactsArray != IntPtr.Zero)
2214 Marshal.FreeHGlobal(GlobalContactsArray);
2215
2216 d.WorldDestroy(world);
2217 //d.CloseODE();
2218 }
2219 }
2220
2221 public override Dictionary<uint, float> GetTopColliders()
2222 {
2223 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2224 int cnt = 0;
2225 lock (_prims)
2226 {
2227 foreach (OdePrim prm in _prims)
2228 {
2229 if (prm.CollisionScore > 0)
2230 {
2231 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2232 cnt++;
2233 prm.CollisionScore = 0f;
2234 if (cnt > 25)
2235 {
2236 break;
2237 }
2238 }
2239 }
2240 }
2241 return returncolliders;
2242 }
2243
2244 public override bool SupportsRayCast()
2245 {
2246 return true;
2247 }
2248
2249 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2250 {
2251 if (retMethod != null)
2252 {
2253 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2254 }
2255 }
2256
2257 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2258 {
2259 if (retMethod != null)
2260 {
2261 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2262 }
2263 }
2264
2265 // don't like this
2266 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2267 {
2268 ContactResult[] ourResults = null;
2269 RayCallback retMethod = delegate(List<ContactResult> results)
2270 {
2271 ourResults = new ContactResult[results.Count];
2272 results.CopyTo(ourResults, 0);
2273 };
2274 int waitTime = 0;
2275 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2276 while (ourResults == null && waitTime < 1000)
2277 {
2278 Thread.Sleep(1);
2279 waitTime++;
2280 }
2281 if (ourResults == null)
2282 return new List<ContactResult>();
2283 return new List<ContactResult>(ourResults);
2284 }
2285
2286 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2287 {
2288 if (retMethod != null && actor !=null)
2289 {
2290 IntPtr geom;
2291 if (actor is OdePrim)
2292 geom = ((OdePrim)actor).prim_geom;
2293 else if (actor is OdeCharacter)
2294 geom = ((OdePrim)actor).prim_geom;
2295 else
2296 return;
2297 if (geom == IntPtr.Zero)
2298 return;
2299 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2300 }
2301 }
2302
2303 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2304 {
2305 if (retMethod != null && actor != null)
2306 {
2307 IntPtr geom;
2308 if (actor is OdePrim)
2309 geom = ((OdePrim)actor).prim_geom;
2310 else if (actor is OdeCharacter)
2311 geom = ((OdePrim)actor).prim_geom;
2312 else
2313 return;
2314 if (geom == IntPtr.Zero)
2315 return;
2316
2317 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2318 }
2319 }
2320
2321 // don't like this
2322 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2323 {
2324 if (actor != null)
2325 {
2326 IntPtr geom;
2327 if (actor is OdePrim)
2328 geom = ((OdePrim)actor).prim_geom;
2329 else if (actor is OdeCharacter)
2330 geom = ((OdePrim)actor).prim_geom;
2331 else
2332 return new List<ContactResult>();
2333 if (geom == IntPtr.Zero)
2334 return new List<ContactResult>();
2335
2336 ContactResult[] ourResults = null;
2337 RayCallback retMethod = delegate(List<ContactResult> results)
2338 {
2339 ourResults = new ContactResult[results.Count];
2340 results.CopyTo(ourResults, 0);
2341 };
2342 int waitTime = 0;
2343 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2344 while (ourResults == null && waitTime < 1000)
2345 {
2346 Thread.Sleep(1);
2347 waitTime++;
2348 }
2349 if (ourResults == null)
2350 return new List<ContactResult>();
2351 return new List<ContactResult>(ourResults);
2352 }
2353 return new List<ContactResult>();
2354 }
2355 }
2356}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index a142f26..d8d9554 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 993d10f..3cbdde5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -301,6 +301,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
301 return null; 301 return null;
302 } 302 }
303 303
304 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
305 {
306 // Remove a specific script
307
308 // Remove dataserver events
309 m_Dataserver[engine].RemoveEvents(localID, itemID);
310
311 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
312 if (comms != null)
313 comms.DeleteListener(itemID);
314
315 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
316 xmlrpc.DeleteChannels(itemID);
317 xmlrpc.CancelSRDRequests(itemID);
318
319 // Remove Sensors
320 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
321
322 }
323
304 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 324 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
305 { 325 {
306 List<Object> data = new List<Object>(); 326 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
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 uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 8d25a62..5268ade 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{
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -156,6 +170,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
156 get { return m_ScriptEngine.World; } 170 get { return m_ScriptEngine.World; }
157 } 171 }
158 172
173 [DebuggerNonUserCode]
159 public void state(string newState) 174 public void state(string newState)
160 { 175 {
161 m_ScriptEngine.SetState(m_itemID, newState); 176 m_ScriptEngine.SetState(m_itemID, newState);
@@ -165,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
165 /// Reset the named script. The script must be present 180 /// Reset the named script. The script must be present
166 /// in the same prim. 181 /// in the same prim.
167 /// </summary> 182 /// </summary>
183 [DebuggerNonUserCode]
168 public void llResetScript() 184 public void llResetScript()
169 { 185 {
170 m_host.AddScriptLPS(1); 186 m_host.AddScriptLPS(1);
@@ -221,9 +237,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
221 } 237 }
222 } 238 }
223 239
240 public List<ScenePresence> GetLinkAvatars(int linkType)
241 {
242 List<ScenePresence> ret = new List<ScenePresence>();
243 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
244 return ret;
245
246 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
247
248 switch (linkType)
249 {
250 case ScriptBaseClass.LINK_SET:
251 return avs;
252
253 case ScriptBaseClass.LINK_ROOT:
254 return ret;
255
256 case ScriptBaseClass.LINK_ALL_OTHERS:
257 return avs;
258
259 case ScriptBaseClass.LINK_ALL_CHILDREN:
260 return avs;
261
262 case ScriptBaseClass.LINK_THIS:
263 return ret;
264
265 default:
266 if (linkType < 0)
267 return ret;
268
269 int partCount = m_host.ParentGroup.GetPartCount();
270
271 if (linkType <= partCount)
272 {
273 return ret;
274 }
275 else
276 {
277 linkType = linkType - partCount;
278 if (linkType > avs.Count)
279 {
280 return ret;
281 }
282 else
283 {
284 ret.Add(avs[linkType-1]);
285 return ret;
286 }
287 }
288 }
289 }
290
224 public List<SceneObjectPart> GetLinkParts(int linkType) 291 public List<SceneObjectPart> GetLinkParts(int linkType)
225 { 292 {
226 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 293 List<SceneObjectPart> ret = new List<SceneObjectPart>();
294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
295 return ret;
227 ret.Add(m_host); 296 ret.Add(m_host);
228 297
229 switch (linkType) 298 switch (linkType)
@@ -270,40 +339,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
270 protected UUID InventorySelf() 339 protected UUID InventorySelf()
271 { 340 {
272 UUID invItemID = new UUID(); 341 UUID invItemID = new UUID();
273 342 bool unlock = false;
274 lock (m_host.TaskInventory) 343 if (!m_host.TaskInventory.IsReadLockedByMe())
275 { 344 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
349 {
350 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
277 { 351 {
278 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 352 invItemID = inv.Key;
279 { 353 break;
280 invItemID = inv.Key;
281 break;
282 }
283 } 354 }
284 } 355 }
285 356 if (unlock)
357 {
358 m_host.TaskInventory.LockItemsForRead(false);
359 }
286 return invItemID; 360 return invItemID;
287 } 361 }
288 362
289 protected UUID InventoryKey(string name, int type) 363 protected UUID InventoryKey(string name, int type)
290 { 364 {
291 m_host.AddScriptLPS(1); 365 m_host.AddScriptLPS(1);
292 366 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 367
368 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 369 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 370 if (inv.Value.Name == name)
296 { 371 {
297 if (inv.Value.Name == name) 372 m_host.TaskInventory.LockItemsForRead(false);
373
374 if (inv.Value.Type != type)
298 { 375 {
299 if (inv.Value.Type != type) 376 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 377 }
378
379 return inv.Value.AssetID;
304 } 380 }
305 } 381 }
306 382
383 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 384 return UUID.Zero;
308 } 385 }
309 386
@@ -311,17 +388,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 388 {
312 m_host.AddScriptLPS(1); 389 m_host.AddScriptLPS(1);
313 390
314 lock (m_host.TaskInventory) 391
392 m_host.TaskInventory.LockItemsForRead(true);
393
394 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 395 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 396 if (inv.Value.Name == name)
317 { 397 {
318 if (inv.Value.Name == name) 398 m_host.TaskInventory.LockItemsForRead(false);
319 { 399 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 400 }
323 } 401 }
324 402
403 m_host.TaskInventory.LockItemsForRead(false);
404
405
325 return UUID.Zero; 406 return UUID.Zero;
326 } 407 }
327 408
@@ -463,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 544
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 546
466 /// <summary> 547 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 548
468 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 550 protected double NormalizeAngle(double angle)
470 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
471 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
472 /// </remarks>
473 /// <param name="r"></param>
474 /// <returns></returns>
475 public LSL_Vector llRot2Euler(LSL_Rotation r)
476 { 551 {
477 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
478 554
479 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 555 int numPis = (int)(Math.PI / angle);
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 556 double remainder = angle - Math.PI * numPis;
481 if (m == 0.0) return new LSL_Vector(); 557 if (numPis % 2 == 1)
482 double x = Math.Atan2(-v.y, v.z); 558 return Math.PI - angle;
483 double sin = v.x / m; 559 return remainder;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 560 }
485 double y = Math.Asin(sin);
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
487 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)));
488 double z = Math.Atan2(v.y, v.x);
489 561
490 return new LSL_Vector(x, y, z); 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
563 {
564 m_host.AddScriptLPS(1);
565 LSL_Vector eul = new LSL_Vector();
566
567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
491 } 589 }
492 590
493 /* From wiki: 591 /* From wiki:
@@ -689,77 +787,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 787 {
690 //A and B should both be normalized 788 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 789 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 790 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 791 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 792
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 793 double dotProduct = LSL_Vector.Dot(a, b);
794 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
795 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
796 double angle = Math.Acos(dotProduct / magProduct);
797 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
798 double s = Math.Sin(angle / 2);
799
800 double x = axis.x * s;
801 double y = axis.y * s;
802 double z = axis.z * s;
803 double w = Math.Cos(angle / 2);
804
805 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
806 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
807
808 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
809 */
810
811 // This method mimics the 180 errors found in SL
812 // See www.euclideanspace.com... angleBetween
813 LSL_Vector vec_a = a;
814 LSL_Vector vec_b = b;
815
816 // Eliminate zero length
817 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
818 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
819 if (vec_a_mag < 0.00001 ||
820 vec_b_mag < 0.00001)
696 { 821 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 823 }
699 else 824
825 // Normalize
826 vec_a = llVecNorm(vec_a);
827 vec_b = llVecNorm(vec_b);
828
829 // Calculate axis and rotation angle
830 LSL_Vector axis = vec_a % vec_b;
831 LSL_Float cos_theta = vec_a * vec_b;
832
833 // Check if parallel
834 if (cos_theta > 0.99999)
700 { 835 {
701 a = LSL_Vector.Norm(a); 836 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 837 }
703 double dotProduct = LSL_Vector.Dot(a, b); 838
704 // There are two degenerate cases possible. These are for vectors 180 or 839 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 840 else if (cos_theta < -0.99999)
706 // 841 {
707 // Check for vectors 180 degrees apart. 842 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 843 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 844 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 845 }
711 // First assume X axis is orthogonal to the vectors. 846 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 847 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 848 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 849 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 850 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 851 s = Math.Cos(theta);
717 { 852 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 853 x = axis.x * t;
719 } 854 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 855 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 856 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 857 }
760 return rotBetween;
761 } 858 }
762 859
763 public void llWhisper(int channelID, string text) 860 public void llWhisper(int channelID, string text)
764 { 861 {
765 m_host.AddScriptLPS(1); 862 m_host.AddScriptLPS(1);
@@ -779,6 +876,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 876 {
780 m_host.AddScriptLPS(1); 877 m_host.AddScriptLPS(1);
781 878
879 if (channelID == 0)
880 m_SayShoutCount++;
881
882 if (m_SayShoutCount >= 11)
883 ScriptSleep(2000);
884
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 885 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 886 {
784 Console.WriteLine(text); 887 Console.WriteLine(text);
@@ -801,6 +904,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 904 {
802 m_host.AddScriptLPS(1); 905 m_host.AddScriptLPS(1);
803 906
907 if (channelID == 0)
908 m_SayShoutCount++;
909
910 if (m_SayShoutCount >= 11)
911 ScriptSleep(2000);
912
804 if (text.Length > 1023) 913 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 914 text = text.Substring(0, 1023);
806 915
@@ -1101,10 +1210,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1210 return detectedParams.TouchUV;
1102 } 1211 }
1103 1212
1213 [DebuggerNonUserCode]
1104 public virtual void llDie() 1214 public virtual void llDie()
1105 { 1215 {
1106 m_host.AddScriptLPS(1); 1216 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1217 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1218 }
1109 1219
1110 public LSL_Float llGround(LSL_Vector offset) 1220 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1287
1178 public void llSetStatus(int status, int value) 1288 public void llSetStatus(int status, int value)
1179 { 1289 {
1290 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1291 return;
1180 m_host.AddScriptLPS(1); 1292 m_host.AddScriptLPS(1);
1181 1293
1182 int statusrotationaxis = 0; 1294 int statusrotationaxis = 0;
@@ -1408,6 +1520,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1408 { 1520 {
1409 m_host.AddScriptLPS(1); 1521 m_host.AddScriptLPS(1);
1410 1522
1523 SetColor(m_host, color, face);
1524 }
1525
1526 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1527 {
1528 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1529 return;
1530
1531 Primitive.TextureEntry tex = part.Shape.Textures;
1532 Color4 texcolor;
1533 if (face >= 0 && face < GetNumberOfSides(part))
1534 {
1535 texcolor = tex.CreateFace((uint)face).RGBA;
1536 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1537 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1538 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1539 tex.FaceTextures[face].RGBA = texcolor;
1540 part.UpdateTextureEntry(tex.GetBytes());
1541 return;
1542 }
1543 else if (face == ScriptBaseClass.ALL_SIDES)
1544 {
1545 for (uint i = 0; i < GetNumberOfSides(part); i++)
1546 {
1547 if (tex.FaceTextures[i] != null)
1548 {
1549 texcolor = tex.FaceTextures[i].RGBA;
1550 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1551 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1552 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1553 tex.FaceTextures[i].RGBA = texcolor;
1554 }
1555 texcolor = tex.DefaultTexture.RGBA;
1556 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1557 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1558 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1559 tex.DefaultTexture.RGBA = texcolor;
1560 }
1561 part.UpdateTextureEntry(tex.GetBytes());
1562 return;
1563 }
1564
1411 if (face == ScriptBaseClass.ALL_SIDES) 1565 if (face == ScriptBaseClass.ALL_SIDES)
1412 face = SceneObjectPart.ALL_SIDES; 1566 face = SceneObjectPart.ALL_SIDES;
1413 1567
@@ -1416,6 +1570,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1416 1570
1417 public void SetTexGen(SceneObjectPart part, int face,int style) 1571 public void SetTexGen(SceneObjectPart part, int face,int style)
1418 { 1572 {
1573 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1574 return;
1575
1419 Primitive.TextureEntry tex = part.Shape.Textures; 1576 Primitive.TextureEntry tex = part.Shape.Textures;
1420 MappingType textype; 1577 MappingType textype;
1421 textype = MappingType.Default; 1578 textype = MappingType.Default;
@@ -1446,6 +1603,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1446 1603
1447 public void SetGlow(SceneObjectPart part, int face, float glow) 1604 public void SetGlow(SceneObjectPart part, int face, float glow)
1448 { 1605 {
1606 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1607 return;
1608
1449 Primitive.TextureEntry tex = part.Shape.Textures; 1609 Primitive.TextureEntry tex = part.Shape.Textures;
1450 if (face >= 0 && face < GetNumberOfSides(part)) 1610 if (face >= 0 && face < GetNumberOfSides(part))
1451 { 1611 {
@@ -1471,6 +1631,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1471 1631
1472 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1632 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1473 { 1633 {
1634 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1635 return;
1474 1636
1475 Shininess sval = new Shininess(); 1637 Shininess sval = new Shininess();
1476 1638
@@ -1521,6 +1683,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1521 1683
1522 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1684 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1523 { 1685 {
1686 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1687 return;
1688
1524 Primitive.TextureEntry tex = part.Shape.Textures; 1689 Primitive.TextureEntry tex = part.Shape.Textures;
1525 if (face >= 0 && face < GetNumberOfSides(part)) 1690 if (face >= 0 && face < GetNumberOfSides(part))
1526 { 1691 {
@@ -1581,13 +1746,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1581 m_host.AddScriptLPS(1); 1746 m_host.AddScriptLPS(1);
1582 1747
1583 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1748 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1584 1749 if (parts.Count > 0)
1585 foreach (SceneObjectPart part in parts) 1750 {
1586 SetAlpha(part, alpha, face); 1751 try
1752 {
1753 parts[0].ParentGroup.areUpdatesSuspended = true;
1754 foreach (SceneObjectPart part in parts)
1755 SetAlpha(part, alpha, face);
1756 }
1757 finally
1758 {
1759 parts[0].ParentGroup.areUpdatesSuspended = false;
1760 }
1761 }
1587 } 1762 }
1588 1763
1589 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1764 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1590 { 1765 {
1766 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1767 return;
1768
1591 Primitive.TextureEntry tex = part.Shape.Textures; 1769 Primitive.TextureEntry tex = part.Shape.Textures;
1592 Color4 texcolor; 1770 Color4 texcolor;
1593 if (face >= 0 && face < GetNumberOfSides(part)) 1771 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1640,7 +1818,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1640 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1818 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1641 float wind, float tension, LSL_Vector Force) 1819 float wind, float tension, LSL_Vector Force)
1642 { 1820 {
1643 if (part == null) 1821 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1644 return; 1822 return;
1645 1823
1646 if (flexi) 1824 if (flexi)
@@ -1674,7 +1852,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1674 /// <param name="falloff"></param> 1852 /// <param name="falloff"></param>
1675 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1853 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1676 { 1854 {
1677 if (part == null) 1855 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1678 return; 1856 return;
1679 1857
1680 if (light) 1858 if (light)
@@ -1751,15 +1929,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1751 m_host.AddScriptLPS(1); 1929 m_host.AddScriptLPS(1);
1752 1930
1753 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1931 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1754 1932 if (parts.Count > 0)
1755 foreach (SceneObjectPart part in parts) 1933 {
1756 SetTexture(part, texture, face); 1934 try
1757 1935 {
1936 parts[0].ParentGroup.areUpdatesSuspended = true;
1937 foreach (SceneObjectPart part in parts)
1938 SetTexture(part, texture, face);
1939 }
1940 finally
1941 {
1942 parts[0].ParentGroup.areUpdatesSuspended = false;
1943 }
1944 }
1758 ScriptSleep(200); 1945 ScriptSleep(200);
1759 } 1946 }
1760 1947
1761 protected void SetTexture(SceneObjectPart part, string texture, int face) 1948 protected void SetTexture(SceneObjectPart part, string texture, int face)
1762 { 1949 {
1950 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1951 return;
1952
1763 UUID textureID = new UUID(); 1953 UUID textureID = new UUID();
1764 1954
1765 textureID = InventoryKey(texture, (int)AssetType.Texture); 1955 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1804,6 +1994,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1804 1994
1805 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1995 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1806 { 1996 {
1997 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1998 return;
1999
1807 Primitive.TextureEntry tex = part.Shape.Textures; 2000 Primitive.TextureEntry tex = part.Shape.Textures;
1808 if (face >= 0 && face < GetNumberOfSides(part)) 2001 if (face >= 0 && face < GetNumberOfSides(part))
1809 { 2002 {
@@ -1840,6 +2033,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1840 2033
1841 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2034 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1842 { 2035 {
2036 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2037 return;
2038
1843 Primitive.TextureEntry tex = part.Shape.Textures; 2039 Primitive.TextureEntry tex = part.Shape.Textures;
1844 if (face >= 0 && face < GetNumberOfSides(part)) 2040 if (face >= 0 && face < GetNumberOfSides(part))
1845 { 2041 {
@@ -1876,6 +2072,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1876 2072
1877 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2073 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1878 { 2074 {
2075 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2076 return;
2077
1879 Primitive.TextureEntry tex = part.Shape.Textures; 2078 Primitive.TextureEntry tex = part.Shape.Textures;
1880 if (face >= 0 && face < GetNumberOfSides(part)) 2079 if (face >= 0 && face < GetNumberOfSides(part))
1881 { 2080 {
@@ -1980,26 +2179,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1980 return real_vec; 2179 return real_vec;
1981 } 2180 }
1982 2181
2182 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2183 {
2184 return new LSL_Integer(SetRegionPos(m_host, pos));
2185 }
2186
2187 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2188 {
2189 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2190 return 0;
2191
2192 SceneObjectGroup grp = part.ParentGroup;
2193
2194 if (grp.IsAttachment)
2195 return 0;
2196
2197 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2198 return 0;
2199
2200 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)
2201 return 0;
2202
2203 float constrainedX = (float)targetPos.x;
2204 float constrainedY = (float)targetPos.y;
2205
2206 if (constrainedX < 0.0f)
2207 constrainedX = 0.0f;
2208 if (constrainedY < 0.0f)
2209 constrainedY = 0.0f;
2210 if (constrainedX >= (float)Constants.RegionSize)
2211 constrainedX = (float)Constants.RegionSize - 0.1f;
2212 if (constrainedY >= (float)Constants.RegionSize)
2213 constrainedY = (float)Constants.RegionSize -0.1f;
2214
2215 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2216
2217 if (targetPos.z < ground)
2218 targetPos.z = ground;
2219
2220 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2221
2222 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2223 return 0;
2224
2225 grp.UpdateGroupPosition(dest);
2226
2227 return 1;
2228 }
2229
1983 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2230 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1984 { 2231 {
1985 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2232 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2233 return;
2234
1986 LSL_Vector currentPos = GetPartLocalPos(part); 2235 LSL_Vector currentPos = GetPartLocalPos(part);
2236 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1987 2237
1988 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1989 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1990 2238
1991 if (part.ParentGroup.RootPart == part) 2239 if (part.ParentGroup.RootPart == part)
1992 { 2240 {
1993 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1994 targetPos.z = ground;
1995 SceneObjectGroup parent = part.ParentGroup; 2241 SceneObjectGroup parent = part.ParentGroup;
1996 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2242 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1997 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2243 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2244 return;
2245 Util.FireAndForget(delegate(object x) {
2246 parent.UpdateGroupPosition(dest);
2247 });
1998 } 2248 }
1999 else 2249 else
2000 { 2250 {
2001 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2251 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2002 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2003 SceneObjectGroup parent = part.ParentGroup; 2252 SceneObjectGroup parent = part.ParentGroup;
2004 parent.HasGroupChanged = true; 2253 parent.HasGroupChanged = true;
2005 parent.ScheduleGroupForTerseUpdate(); 2254 parent.ScheduleGroupForTerseUpdate();
@@ -2030,11 +2279,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2030 } 2279 }
2031 else 2280 else
2032 { 2281 {
2033 if (m_host.IsRoot) 2282 if (part.IsRoot)
2034 { 2283 {
2035 return new LSL_Vector(m_host.AttachedPos.X, 2284 return new LSL_Vector(part.AttachedPos.X,
2036 m_host.AttachedPos.Y, 2285 part.AttachedPos.Y,
2037 m_host.AttachedPos.Z); 2286 part.AttachedPos.Z);
2038 } 2287 }
2039 else 2288 else
2040 { 2289 {
@@ -2050,9 +2299,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2050 m_host.AddScriptLPS(1); 2299 m_host.AddScriptLPS(1);
2051 2300
2052 // try to let this work as in SL... 2301 // try to let this work as in SL...
2053 if (m_host.ParentID == 0) 2302 if (m_host.LinkNum < 2)
2054 { 2303 {
2055 // special case: If we are root, rotate complete SOG to new rotation 2304 // Special case: If we are root, rotate complete SOG to new
2305 // rotation.
2306 // We are root if the link number is 0 (single prim) or 1
2307 // (root prim). ParentID may be nonzero in attachments and
2308 // using it would cause attachments and HUDs to rotate
2309 // to the wrong positions.
2056 SetRot(m_host, Rot2Quaternion(rot)); 2310 SetRot(m_host, Rot2Quaternion(rot));
2057 } 2311 }
2058 else 2312 else
@@ -2077,6 +2331,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2077 2331
2078 protected void SetRot(SceneObjectPart part, Quaternion rot) 2332 protected void SetRot(SceneObjectPart part, Quaternion rot)
2079 { 2333 {
2334 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2335 return;
2336
2080 part.UpdateRotation(rot); 2337 part.UpdateRotation(rot);
2081 // Update rotation does not move the object in the physics scene if it's a linkset. 2338 // Update rotation does not move the object in the physics scene if it's a linkset.
2082 2339
@@ -2231,13 +2488,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2231 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2488 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2232 { 2489 {
2233 m_host.AddScriptLPS(1); 2490 m_host.AddScriptLPS(1);
2234 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2491 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2235 } 2492 }
2236 2493
2237 public void llSetTorque(LSL_Vector torque, int local) 2494 public void llSetTorque(LSL_Vector torque, int local)
2238 { 2495 {
2239 m_host.AddScriptLPS(1); 2496 m_host.AddScriptLPS(1);
2240 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2497 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2241 } 2498 }
2242 2499
2243 public LSL_Vector llGetTorque() 2500 public LSL_Vector llGetTorque()
@@ -2702,12 +2959,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2702 2959
2703 m_host.AddScriptLPS(1); 2960 m_host.AddScriptLPS(1);
2704 2961
2962 m_host.TaskInventory.LockItemsForRead(true);
2705 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2963 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2706 2964 m_host.TaskInventory.LockItemsForRead(false);
2707 lock (m_host.TaskInventory)
2708 {
2709 item = m_host.TaskInventory[invItemID];
2710 }
2711 2965
2712 if (item.PermsGranter == UUID.Zero) 2966 if (item.PermsGranter == UUID.Zero)
2713 return 0; 2967 return 0;
@@ -2850,35 +3104,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2850 public void llLookAt(LSL_Vector target, double strength, double damping) 3104 public void llLookAt(LSL_Vector target, double strength, double damping)
2851 { 3105 {
2852 m_host.AddScriptLPS(1); 3106 m_host.AddScriptLPS(1);
2853 // Determine where we are looking from
2854 LSL_Vector from = llGetPos();
2855 3107
2856 // Work out the normalised vector from the source to the target 3108 // Get the normalized vector to the target
2857 LSL_Vector delta = llVecNorm(target - from); 3109 LSL_Vector d1 = llVecNorm(target - llGetPos());
2858 LSL_Vector angle = new LSL_Vector(0,0,0);
2859 3110
2860 // Calculate the yaw 3111 // Get the bearing (yaw)
2861 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3112 LSL_Vector a1 = new LSL_Vector(0,0,0);
2862 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3113 a1.z = llAtan2(d1.y, d1.x);
2863 3114
2864 // Calculate pitch 3115 // Get the elevation (pitch)
2865 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3116 LSL_Vector a2 = new LSL_Vector(0,0,0);
3117 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2866 3118
2867 // we need to convert from a vector describing 3119 LSL_Rotation r1 = llEuler2Rot(a1);
2868 // the angles of rotation in radians into rotation value 3120 LSL_Rotation r2 = llEuler2Rot(a2);
2869 LSL_Rotation rot = llEuler2Rot(angle); 3121 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2870
2871 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2872 // set the rotation of the object, copy that behavior
2873 PhysicsActor pa = m_host.PhysActor;
2874 3122
2875 if (strength == 0 || pa == null || !pa.IsPhysical) 3123 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2876 { 3124 {
2877 llSetRot(rot); 3125 // Do nothing if either value is 0 (this has been checked in SL)
3126 if (strength <= 0.0 || damping <= 0.0)
3127 return;
3128
3129 llSetRot(r3 * r2 * r1);
2878 } 3130 }
2879 else 3131 else
2880 { 3132 {
2881 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3133 if (strength == 0)
3134 {
3135 llSetRot(r3 * r2 * r1);
3136 return;
3137 }
3138
3139 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2882 } 3140 }
2883 } 3141 }
2884 3142
@@ -2928,13 +3186,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2928 { 3186 {
2929 TaskInventoryItem item; 3187 TaskInventoryItem item;
2930 3188
2931 lock (m_host.TaskInventory) 3189 m_host.TaskInventory.LockItemsForRead(true);
3190 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2932 { 3191 {
2933 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3192 m_host.TaskInventory.LockItemsForRead(false);
2934 return; 3193 return;
2935 else
2936 item = m_host.TaskInventory[InventorySelf()];
2937 } 3194 }
3195 else
3196 {
3197 item = m_host.TaskInventory[InventorySelf()];
3198 }
3199 m_host.TaskInventory.LockItemsForRead(false);
2938 3200
2939 if (item.PermsGranter != UUID.Zero) 3201 if (item.PermsGranter != UUID.Zero)
2940 { 3202 {
@@ -2956,13 +3218,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2956 { 3218 {
2957 TaskInventoryItem item; 3219 TaskInventoryItem item;
2958 3220
3221 m_host.TaskInventory.LockItemsForRead(true);
2959 lock (m_host.TaskInventory) 3222 lock (m_host.TaskInventory)
2960 { 3223 {
3224
2961 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3225 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3226 {
3227 m_host.TaskInventory.LockItemsForRead(false);
2962 return; 3228 return;
3229 }
2963 else 3230 else
3231 {
2964 item = m_host.TaskInventory[InventorySelf()]; 3232 item = m_host.TaskInventory[InventorySelf()];
3233 }
2965 } 3234 }
3235 m_host.TaskInventory.LockItemsForRead(false);
2966 3236
2967 m_host.AddScriptLPS(1); 3237 m_host.AddScriptLPS(1);
2968 3238
@@ -2994,18 +3264,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2994 { 3264 {
2995 m_host.AddScriptLPS(1); 3265 m_host.AddScriptLPS(1);
2996 3266
2997// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2998// return;
2999
3000 TaskInventoryItem item; 3267 TaskInventoryItem item;
3001 3268
3002 lock (m_host.TaskInventory) 3269 m_host.TaskInventory.LockItemsForRead(true);
3270
3271 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3003 { 3272 {
3004 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3273 m_host.TaskInventory.LockItemsForRead(false);
3005 return; 3274 return;
3006 else
3007 item = m_host.TaskInventory[InventorySelf()];
3008 } 3275 }
3276 else
3277 {
3278 item = m_host.TaskInventory[InventorySelf()];
3279 }
3280
3281 m_host.TaskInventory.LockItemsForRead(false);
3009 3282
3010 if (item.PermsGranter != m_host.OwnerID) 3283 if (item.PermsGranter != m_host.OwnerID)
3011 return; 3284 return;
@@ -3031,13 +3304,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3031 3304
3032 TaskInventoryItem item; 3305 TaskInventoryItem item;
3033 3306
3034 lock (m_host.TaskInventory) 3307 m_host.TaskInventory.LockItemsForRead(true);
3308
3309 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3035 { 3310 {
3036 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3311 m_host.TaskInventory.LockItemsForRead(false);
3037 return; 3312 return;
3038 else 3313 }
3039 item = m_host.TaskInventory[InventorySelf()]; 3314 else
3315 {
3316 item = m_host.TaskInventory[InventorySelf()];
3040 } 3317 }
3318 m_host.TaskInventory.LockItemsForRead(false);
3319
3041 3320
3042 if (item.PermsGranter != m_host.OwnerID) 3321 if (item.PermsGranter != m_host.OwnerID)
3043 return; 3322 return;
@@ -3084,6 +3363,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3084 3363
3085 public void llInstantMessage(string user, string message) 3364 public void llInstantMessage(string user, string message)
3086 { 3365 {
3366 UUID result;
3367 if (!UUID.TryParse(user, out result))
3368 {
3369 ShoutError("An invalid key was passed to llInstantMessage");
3370 ScriptSleep(2000);
3371 return;
3372 }
3373
3374
3087 m_host.AddScriptLPS(1); 3375 m_host.AddScriptLPS(1);
3088 3376
3089 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3377 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3098,14 +3386,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3098 UUID friendTransactionID = UUID.Random(); 3386 UUID friendTransactionID = UUID.Random();
3099 3387
3100 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3388 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3101 3389
3102 GridInstantMessage msg = new GridInstantMessage(); 3390 GridInstantMessage msg = new GridInstantMessage();
3103 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3391 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3104 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3392 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3105 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3393 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3106// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3394// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3107// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3395// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3108 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3396// DateTime dt = DateTime.UtcNow;
3397//
3398// // Ticks from UtcNow, but make it look like local. Evil, huh?
3399// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3400//
3401// try
3402// {
3403// // Convert that to the PST timezone
3404// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3405// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3406// }
3407// catch
3408// {
3409// // No logging here, as it could be VERY spammy
3410// }
3411//
3412// // And make it look local again to fool the unix time util
3413// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3414
3415 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3416
3109 //if (client != null) 3417 //if (client != null)
3110 //{ 3418 //{
3111 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3419 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3119,12 +3427,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3119 msg.message = message.Substring(0, 1024); 3427 msg.message = message.Substring(0, 1024);
3120 else 3428 else
3121 msg.message = message; 3429 msg.message = message;
3122 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3430 msg.dialog = (byte)19; // MessageFromObject
3123 msg.fromGroup = false;// fromGroup; 3431 msg.fromGroup = false;// fromGroup;
3124 msg.offline = (byte)0; //offline; 3432 msg.offline = (byte)0; //offline;
3125 msg.ParentEstateID = 0; //ParentEstateID; 3433 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3126 msg.Position = new Vector3(m_host.AbsolutePosition); 3434 msg.Position = new Vector3(m_host.AbsolutePosition);
3127 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3435 msg.RegionID = World.RegionInfo.RegionID.Guid;
3128 msg.binaryBucket 3436 msg.binaryBucket
3129 = Util.StringToBytes256( 3437 = Util.StringToBytes256(
3130 "{0}/{1}/{2}/{3}", 3438 "{0}/{1}/{2}/{3}",
@@ -3152,7 +3460,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3152 } 3460 }
3153 3461
3154 emailModule.SendEmail(m_host.UUID, address, subject, message); 3462 emailModule.SendEmail(m_host.UUID, address, subject, message);
3155 ScriptSleep(20000); 3463 ScriptSleep(15000);
3156 } 3464 }
3157 3465
3158 public void llGetNextEmail(string address, string subject) 3466 public void llGetNextEmail(string address, string subject)
@@ -3294,14 +3602,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3294 3602
3295 TaskInventoryItem item; 3603 TaskInventoryItem item;
3296 3604
3297 lock (m_host.TaskInventory) 3605 m_host.TaskInventory.LockItemsForRead(true);
3606 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3298 { 3607 {
3299 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3608 m_host.TaskInventory.LockItemsForRead(false);
3300 return; 3609 return;
3301 else
3302 item = m_host.TaskInventory[InventorySelf()];
3303 } 3610 }
3304 3611 else
3612 {
3613 item = m_host.TaskInventory[InventorySelf()];
3614 }
3615 m_host.TaskInventory.LockItemsForRead(false);
3305 if (item.PermsGranter == UUID.Zero) 3616 if (item.PermsGranter == UUID.Zero)
3306 return; 3617 return;
3307 3618
@@ -3331,13 +3642,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3331 3642
3332 TaskInventoryItem item; 3643 TaskInventoryItem item;
3333 3644
3334 lock (m_host.TaskInventory) 3645 m_host.TaskInventory.LockItemsForRead(true);
3646 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3335 { 3647 {
3336 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3648 m_host.TaskInventory.LockItemsForRead(false);
3337 return; 3649 return;
3338 else
3339 item = m_host.TaskInventory[InventorySelf()];
3340 } 3650 }
3651 else
3652 {
3653 item = m_host.TaskInventory[InventorySelf()];
3654 }
3655 m_host.TaskInventory.LockItemsForRead(false);
3656
3341 3657
3342 if (item.PermsGranter == UUID.Zero) 3658 if (item.PermsGranter == UUID.Zero)
3343 return; 3659 return;
@@ -3404,10 +3720,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3404 3720
3405 TaskInventoryItem item; 3721 TaskInventoryItem item;
3406 3722
3407 lock (m_host.TaskInventory) 3723
3724 m_host.TaskInventory.LockItemsForRead(true);
3725 if (!m_host.TaskInventory.ContainsKey(invItemID))
3726 {
3727 m_host.TaskInventory.LockItemsForRead(false);
3728 return;
3729 }
3730 else
3408 { 3731 {
3409 item = m_host.TaskInventory[invItemID]; 3732 item = m_host.TaskInventory[invItemID];
3410 } 3733 }
3734 m_host.TaskInventory.LockItemsForRead(false);
3411 3735
3412 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3736 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3413 { 3737 {
@@ -3435,15 +3759,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3435 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3759 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3436 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3760 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3437 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3761 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3762 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3438 ScriptBaseClass.PERMISSION_ATTACH; 3763 ScriptBaseClass.PERMISSION_ATTACH;
3439 3764
3440 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3765 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3441 { 3766 {
3442 lock (m_host.TaskInventory) 3767 m_host.TaskInventory.LockItemsForWrite(true);
3443 { 3768 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3444 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3769 m_host.TaskInventory[invItemID].PermsMask = perm;
3445 m_host.TaskInventory[invItemID].PermsMask = perm; 3770 m_host.TaskInventory.LockItemsForWrite(false);
3446 }
3447 3771
3448 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3772 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3449 "run_time_permissions", new Object[] { 3773 "run_time_permissions", new Object[] {
@@ -3453,28 +3777,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3453 return; 3777 return;
3454 } 3778 }
3455 } 3779 }
3456 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3780 else
3457 { 3781 {
3458 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3782 bool sitting = false;
3459 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3783 if (m_host.SitTargetAvatar == agentID)
3460 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3784 {
3461 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3785 sitting = true;
3462 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3786 }
3787 else
3788 {
3789 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3790 {
3791 if (p.SitTargetAvatar == agentID)
3792 sitting = true;
3793 }
3794 }
3463 3795
3464 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3796 if (sitting)
3465 { 3797 {
3466 lock (m_host.TaskInventory) 3798 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3799 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3800 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3801 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3802 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3803
3804 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3467 { 3805 {
3806 m_host.TaskInventory.LockItemsForWrite(true);
3468 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3807 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3469 m_host.TaskInventory[invItemID].PermsMask = perm; 3808 m_host.TaskInventory[invItemID].PermsMask = perm;
3470 } 3809 m_host.TaskInventory.LockItemsForWrite(false);
3471 3810
3472 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3811 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3473 "run_time_permissions", new Object[] { 3812 "run_time_permissions", new Object[] {
3474 new LSL_Integer(perm) }, 3813 new LSL_Integer(perm) },
3475 new DetectParams[0])); 3814 new DetectParams[0]));
3476 3815
3477 return; 3816 return;
3817 }
3478 } 3818 }
3479 } 3819 }
3480 3820
@@ -3488,11 +3828,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3488 3828
3489 if (!m_waitingForScriptAnswer) 3829 if (!m_waitingForScriptAnswer)
3490 { 3830 {
3491 lock (m_host.TaskInventory) 3831 m_host.TaskInventory.LockItemsForWrite(true);
3492 { 3832 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3493 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3833 m_host.TaskInventory[invItemID].PermsMask = 0;
3494 m_host.TaskInventory[invItemID].PermsMask = 0; 3834 m_host.TaskInventory.LockItemsForWrite(false);
3495 }
3496 3835
3497 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3836 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3498 m_waitingForScriptAnswer=true; 3837 m_waitingForScriptAnswer=true;
@@ -3527,10 +3866,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3866 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3528 llReleaseControls(); 3867 llReleaseControls();
3529 3868
3530 lock (m_host.TaskInventory) 3869
3531 { 3870 m_host.TaskInventory.LockItemsForWrite(true);
3532 m_host.TaskInventory[invItemID].PermsMask = answer; 3871 m_host.TaskInventory[invItemID].PermsMask = answer;
3533 } 3872 m_host.TaskInventory.LockItemsForWrite(false);
3873
3534 3874
3535 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3875 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3536 "run_time_permissions", new Object[] { 3876 "run_time_permissions", new Object[] {
@@ -3542,16 +3882,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3542 { 3882 {
3543 m_host.AddScriptLPS(1); 3883 m_host.AddScriptLPS(1);
3544 3884
3545 lock (m_host.TaskInventory) 3885 m_host.TaskInventory.LockItemsForRead(true);
3886
3887 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3546 { 3888 {
3547 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3889 if (item.Type == 10 && item.ItemID == m_itemID)
3548 { 3890 {
3549 if (item.Type == 10 && item.ItemID == m_itemID) 3891 m_host.TaskInventory.LockItemsForRead(false);
3550 { 3892 return item.PermsGranter.ToString();
3551 return item.PermsGranter.ToString();
3552 }
3553 } 3893 }
3554 } 3894 }
3895 m_host.TaskInventory.LockItemsForRead(false);
3555 3896
3556 return UUID.Zero.ToString(); 3897 return UUID.Zero.ToString();
3557 } 3898 }
@@ -3560,19 +3901,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3560 { 3901 {
3561 m_host.AddScriptLPS(1); 3902 m_host.AddScriptLPS(1);
3562 3903
3563 lock (m_host.TaskInventory) 3904 m_host.TaskInventory.LockItemsForRead(true);
3905
3906 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3564 { 3907 {
3565 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3908 if (item.Type == 10 && item.ItemID == m_itemID)
3566 { 3909 {
3567 if (item.Type == 10 && item.ItemID == m_itemID) 3910 int perms = item.PermsMask;
3568 { 3911 if (m_automaticLinkPermission)
3569 int perms = item.PermsMask; 3912 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3570 if (m_automaticLinkPermission) 3913 m_host.TaskInventory.LockItemsForRead(false);
3571 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3914 return perms;
3572 return perms;
3573 }
3574 } 3915 }
3575 } 3916 }
3917 m_host.TaskInventory.LockItemsForRead(false);
3576 3918
3577 return 0; 3919 return 0;
3578 } 3920 }
@@ -3594,9 +3936,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3594 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3936 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3595 { 3937 {
3596 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3938 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3597 3939 if (parts.Count > 0)
3598 foreach (SceneObjectPart part in parts) 3940 {
3599 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3941 try
3942 {
3943 parts[0].ParentGroup.areUpdatesSuspended = true;
3944 foreach (SceneObjectPart part in parts)
3945 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3946 }
3947 finally
3948 {
3949 parts[0].ParentGroup.areUpdatesSuspended = false;
3950 }
3951 }
3600 } 3952 }
3601 3953
3602 public void llCreateLink(string target, int parent) 3954 public void llCreateLink(string target, int parent)
@@ -3609,11 +3961,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3609 return; 3961 return;
3610 3962
3611 TaskInventoryItem item; 3963 TaskInventoryItem item;
3612 lock (m_host.TaskInventory) 3964 m_host.TaskInventory.LockItemsForRead(true);
3613 { 3965 item = m_host.TaskInventory[invItemID];
3614 item = m_host.TaskInventory[invItemID]; 3966 m_host.TaskInventory.LockItemsForRead(false);
3615 } 3967
3616
3617 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3968 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3618 && !m_automaticLinkPermission) 3969 && !m_automaticLinkPermission)
3619 { 3970 {
@@ -3630,11 +3981,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3630 3981
3631 if (targetPart.ParentGroup.AttachmentPoint != 0) 3982 if (targetPart.ParentGroup.AttachmentPoint != 0)
3632 return; // Fail silently if attached 3983 return; // Fail silently if attached
3984
3985 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3986 return;
3987
3633 SceneObjectGroup parentPrim = null, childPrim = null; 3988 SceneObjectGroup parentPrim = null, childPrim = null;
3634 3989
3635 if (targetPart != null) 3990 if (targetPart != null)
3636 { 3991 {
3637 if (parent != 0) { 3992 if (parent != 0)
3993 {
3638 parentPrim = m_host.ParentGroup; 3994 parentPrim = m_host.ParentGroup;
3639 childPrim = targetPart.ParentGroup; 3995 childPrim = targetPart.ParentGroup;
3640 } 3996 }
@@ -3646,7 +4002,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3646 4002
3647 // Required for linking 4003 // Required for linking
3648 childPrim.RootPart.ClearUpdateSchedule(); 4004 childPrim.RootPart.ClearUpdateSchedule();
3649 parentPrim.LinkToGroup(childPrim); 4005 parentPrim.LinkToGroup(childPrim, true);
3650 } 4006 }
3651 4007
3652 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4008 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3665,16 +4021,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3665 m_host.AddScriptLPS(1); 4021 m_host.AddScriptLPS(1);
3666 UUID invItemID = InventorySelf(); 4022 UUID invItemID = InventorySelf();
3667 4023
3668 lock (m_host.TaskInventory) 4024 m_host.TaskInventory.LockItemsForRead(true);
3669 {
3670 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 4025 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3671 && !m_automaticLinkPermission) 4026 && !m_automaticLinkPermission)
3672 { 4027 {
3673 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 4028 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4029 m_host.TaskInventory.LockItemsForRead(false);
3674 return; 4030 return;
3675 } 4031 }
3676 } 4032 m_host.TaskInventory.LockItemsForRead(false);
3677 4033
3678 if (linknum < ScriptBaseClass.LINK_THIS) 4034 if (linknum < ScriptBaseClass.LINK_THIS)
3679 return; 4035 return;
3680 4036
@@ -3713,10 +4069,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3713 // Restructuring Multiple Prims. 4069 // Restructuring Multiple Prims.
3714 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4070 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3715 parts.Remove(parentPrim.RootPart); 4071 parts.Remove(parentPrim.RootPart);
3716 foreach (SceneObjectPart part in parts) 4072 if (parts.Count > 0)
3717 { 4073 {
3718 parentPrim.DelinkFromGroup(part.LocalId, true); 4074 try
4075 {
4076 parts[0].ParentGroup.areUpdatesSuspended = true;
4077 foreach (SceneObjectPart part in parts)
4078 {
4079 parentPrim.DelinkFromGroup(part.LocalId, true);
4080 }
4081 }
4082 finally
4083 {
4084 parts[0].ParentGroup.areUpdatesSuspended = false;
4085 }
3719 } 4086 }
4087
3720 parentPrim.HasGroupChanged = true; 4088 parentPrim.HasGroupChanged = true;
3721 parentPrim.ScheduleGroupForFullUpdate(); 4089 parentPrim.ScheduleGroupForFullUpdate();
3722 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4090 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3725,12 +4093,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3725 { 4093 {
3726 SceneObjectPart newRoot = parts[0]; 4094 SceneObjectPart newRoot = parts[0];
3727 parts.Remove(newRoot); 4095 parts.Remove(newRoot);
3728 foreach (SceneObjectPart part in parts) 4096
4097 try
3729 { 4098 {
3730 // Required for linking 4099 parts[0].ParentGroup.areUpdatesSuspended = true;
3731 part.ClearUpdateSchedule(); 4100 foreach (SceneObjectPart part in parts)
3732 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4101 {
4102 part.ClearUpdateSchedule();
4103 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4104 }
3733 } 4105 }
4106 finally
4107 {
4108 parts[0].ParentGroup.areUpdatesSuspended = false;
4109 }
4110
4111
3734 newRoot.ParentGroup.HasGroupChanged = true; 4112 newRoot.ParentGroup.HasGroupChanged = true;
3735 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4113 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3736 } 4114 }
@@ -3750,6 +4128,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3750 public void llBreakAllLinks() 4128 public void llBreakAllLinks()
3751 { 4129 {
3752 m_host.AddScriptLPS(1); 4130 m_host.AddScriptLPS(1);
4131
4132 UUID invItemID = InventorySelf();
4133
4134 TaskInventoryItem item;
4135 m_host.TaskInventory.LockItemsForRead(true);
4136 item = m_host.TaskInventory[invItemID];
4137 m_host.TaskInventory.LockItemsForRead(false);
4138
4139 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4140 && !m_automaticLinkPermission)
4141 {
4142 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4143 return;
4144 }
4145
3753 SceneObjectGroup parentPrim = m_host.ParentGroup; 4146 SceneObjectGroup parentPrim = m_host.ParentGroup;
3754 if (parentPrim.AttachmentPoint != 0) 4147 if (parentPrim.AttachmentPoint != 0)
3755 return; // Fail silently if attached 4148 return; // Fail silently if attached
@@ -3769,25 +4162,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3769 public LSL_String llGetLinkKey(int linknum) 4162 public LSL_String llGetLinkKey(int linknum)
3770 { 4163 {
3771 m_host.AddScriptLPS(1); 4164 m_host.AddScriptLPS(1);
3772 List<UUID> keytable = new List<UUID>();
3773 // parse for sitting avatare-uuids
3774 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3775 {
3776 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3777 keytable.Add(presence.UUID);
3778 });
3779
3780 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3781 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3782 {
3783 return keytable[totalprims - linknum].ToString();
3784 }
3785
3786 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3787 {
3788 return m_host.UUID.ToString();
3789 }
3790
3791 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4165 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3792 if (part != null) 4166 if (part != null)
3793 { 4167 {
@@ -3795,6 +4169,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3795 } 4169 }
3796 else 4170 else
3797 { 4171 {
4172 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4173 {
4174 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4175
4176 if (linknum < 0)
4177 return UUID.Zero.ToString();
4178
4179 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4180 if (avatars.Count > linknum)
4181 {
4182 return avatars[linknum].UUID.ToString();
4183 }
4184 }
3798 return UUID.Zero.ToString(); 4185 return UUID.Zero.ToString();
3799 } 4186 }
3800 } 4187 }
@@ -3894,17 +4281,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3894 m_host.AddScriptLPS(1); 4281 m_host.AddScriptLPS(1);
3895 int count = 0; 4282 int count = 0;
3896 4283
3897 lock (m_host.TaskInventory) 4284 m_host.TaskInventory.LockItemsForRead(true);
4285 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3898 { 4286 {
3899 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4287 if (inv.Value.Type == type || type == -1)
3900 { 4288 {
3901 if (inv.Value.Type == type || type == -1) 4289 count = count + 1;
3902 {
3903 count = count + 1;
3904 }
3905 } 4290 }
3906 } 4291 }
3907 4292
4293 m_host.TaskInventory.LockItemsForRead(false);
3908 return count; 4294 return count;
3909 } 4295 }
3910 4296
@@ -3913,16 +4299,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3913 m_host.AddScriptLPS(1); 4299 m_host.AddScriptLPS(1);
3914 ArrayList keys = new ArrayList(); 4300 ArrayList keys = new ArrayList();
3915 4301
3916 lock (m_host.TaskInventory) 4302 m_host.TaskInventory.LockItemsForRead(true);
4303 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3917 { 4304 {
3918 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4305 if (inv.Value.Type == type || type == -1)
3919 { 4306 {
3920 if (inv.Value.Type == type || type == -1) 4307 keys.Add(inv.Value.Name);
3921 {
3922 keys.Add(inv.Value.Name);
3923 }
3924 } 4308 }
3925 } 4309 }
4310 m_host.TaskInventory.LockItemsForRead(false);
3926 4311
3927 if (keys.Count == 0) 4312 if (keys.Count == 0)
3928 { 4313 {
@@ -3959,25 +4344,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3959 } 4344 }
3960 4345
3961 // move the first object found with this inventory name 4346 // move the first object found with this inventory name
3962 lock (m_host.TaskInventory) 4347 m_host.TaskInventory.LockItemsForRead(true);
4348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3963 { 4349 {
3964 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4350 if (inv.Value.Name == inventory)
3965 { 4351 {
3966 if (inv.Value.Name == inventory) 4352 found = true;
3967 { 4353 objId = inv.Key;
3968 found = true; 4354 assetType = inv.Value.Type;
3969 objId = inv.Key; 4355 objName = inv.Value.Name;
3970 assetType = inv.Value.Type; 4356 break;
3971 objName = inv.Value.Name;
3972 break;
3973 }
3974 } 4357 }
3975 } 4358 }
4359 m_host.TaskInventory.LockItemsForRead(false);
3976 4360
3977 if (!found) 4361 if (!found)
3978 { 4362 {
3979 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4363 llSay(0, String.Format("Could not find object '{0}'", inventory));
3980 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4364 return;
4365// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3981 } 4366 }
3982 4367
3983 // check if destination is an object 4368 // check if destination is an object
@@ -4003,48 +4388,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4003 return; 4388 return;
4004 } 4389 }
4005 } 4390 }
4391
4006 // destination is an avatar 4392 // destination is an avatar
4007 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4393 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
4008 4394
4009 if (agentItem == null) 4395 if (agentItem == null)
4010 return; 4396 return;
4011 4397
4012 byte[] bucket = new byte[17]; 4398 byte[] bucket = new byte[1];
4013 bucket[0] = (byte)assetType; 4399 bucket[0] = (byte)assetType;
4014 byte[] objBytes = agentItem.ID.GetBytes(); 4400 //byte[] objBytes = agentItem.ID.GetBytes();
4015 Array.Copy(objBytes, 0, bucket, 1, 16); 4401 //Array.Copy(objBytes, 0, bucket, 1, 16);
4016 4402
4017 GridInstantMessage msg = new GridInstantMessage(World, 4403 GridInstantMessage msg = new GridInstantMessage(World,
4018 m_host.UUID, m_host.Name+", an object owned by "+ 4404 m_host.OwnerID, m_host.Name, destId,
4019 resolveName(m_host.OwnerID)+",", destId,
4020 (byte)InstantMessageDialog.TaskInventoryOffered, 4405 (byte)InstantMessageDialog.TaskInventoryOffered,
4021 false, objName+"\n"+m_host.Name+" is located at "+ 4406 false, objName+". "+m_host.Name+" is located at "+
4022 World.RegionInfo.RegionName+" "+ 4407 World.RegionInfo.RegionName+" "+
4023 m_host.AbsolutePosition.ToString(), 4408 m_host.AbsolutePosition.ToString(),
4024 agentItem.ID, true, m_host.AbsolutePosition, 4409 agentItem.ID, true, m_host.AbsolutePosition,
4025 bucket); 4410 bucket);
4026 if (m_TransferModule != null) 4411
4027 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4412 ScenePresence sp;
4413
4414 if (World.TryGetScenePresence(destId, out sp))
4415 {
4416 sp.ControllingClient.SendInstantMessage(msg);
4417 }
4418 else
4419 {
4420 if (m_TransferModule != null)
4421 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4422 }
4423
4424 //This delay should only occur when giving inventory to avatars.
4028 ScriptSleep(3000); 4425 ScriptSleep(3000);
4029 } 4426 }
4030 } 4427 }
4031 4428
4429 [DebuggerNonUserCode]
4032 public void llRemoveInventory(string name) 4430 public void llRemoveInventory(string name)
4033 { 4431 {
4034 m_host.AddScriptLPS(1); 4432 m_host.AddScriptLPS(1);
4035 4433
4036 lock (m_host.TaskInventory) 4434 List<TaskInventoryItem> inv;
4435 try
4037 { 4436 {
4038 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4437 m_host.TaskInventory.LockItemsForRead(true);
4438 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4439 }
4440 finally
4441 {
4442 m_host.TaskInventory.LockItemsForRead(false);
4443 }
4444 foreach (TaskInventoryItem item in inv)
4445 {
4446 if (item.Name == name)
4039 { 4447 {
4040 if (item.Name == name) 4448 if (item.ItemID == m_itemID)
4041 { 4449 throw new ScriptDeleteException();
4042 if (item.ItemID == m_itemID) 4450 else
4043 throw new ScriptDeleteException(); 4451 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4044 else 4452 return;
4045 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4046 return;
4047 }
4048 } 4453 }
4049 } 4454 }
4050 } 4455 }
@@ -4079,115 +4484,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4079 { 4484 {
4080 m_host.AddScriptLPS(1); 4485 m_host.AddScriptLPS(1);
4081 4486
4082 UUID uuid = (UUID)id; 4487 UUID uuid;
4083 PresenceInfo pinfo = null; 4488 if (UUID.TryParse(id, out uuid))
4084 UserAccount account;
4085
4086 UserInfoCacheEntry ce;
4087 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4088 { 4489 {
4089 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4490 PresenceInfo pinfo = null;
4090 if (account == null) 4491 UserAccount account;
4492
4493 UserInfoCacheEntry ce;
4494 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4091 { 4495 {
4092 m_userInfoCache[uuid] = null; // Cache negative 4496 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4093 return UUID.Zero.ToString(); 4497 if (account == null)
4094 } 4498 {
4499 m_userInfoCache[uuid] = null; // Cache negative
4500 return UUID.Zero.ToString();
4501 }
4095 4502
4096 4503
4097 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4504 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4098 if (pinfos != null && pinfos.Length > 0) 4505 if (pinfos != null && pinfos.Length > 0)
4099 {
4100 foreach (PresenceInfo p in pinfos)
4101 { 4506 {
4102 if (p.RegionID != UUID.Zero) 4507 foreach (PresenceInfo p in pinfos)
4103 { 4508 {
4104 pinfo = p; 4509 if (p.RegionID != UUID.Zero)
4510 {
4511 pinfo = p;
4512 }
4105 } 4513 }
4106 } 4514 }
4107 }
4108 4515
4109 ce = new UserInfoCacheEntry(); 4516 ce = new UserInfoCacheEntry();
4110 ce.time = Util.EnvironmentTickCount(); 4517 ce.time = Util.EnvironmentTickCount();
4111 ce.account = account; 4518 ce.account = account;
4112 ce.pinfo = pinfo; 4519 ce.pinfo = pinfo;
4113 } 4520 m_userInfoCache[uuid] = ce;
4114 else 4521 }
4115 { 4522 else
4116 if (ce == null) 4523 {
4117 return UUID.Zero.ToString(); 4524 if (ce == null)
4525 return UUID.Zero.ToString();
4118 4526
4119 account = ce.account; 4527 account = ce.account;
4120 pinfo = ce.pinfo; 4528 pinfo = ce.pinfo;
4121 } 4529 }
4122 4530
4123 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4531 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4124 {
4125 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4126 if (pinfos != null && pinfos.Length > 0)
4127 { 4532 {
4128 foreach (PresenceInfo p in pinfos) 4533 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4534 if (pinfos != null && pinfos.Length > 0)
4129 { 4535 {
4130 if (p.RegionID != UUID.Zero) 4536 foreach (PresenceInfo p in pinfos)
4131 { 4537 {
4132 pinfo = p; 4538 if (p.RegionID != UUID.Zero)
4539 {
4540 pinfo = p;
4541 }
4133 } 4542 }
4134 } 4543 }
4135 } 4544 else
4136 else 4545 pinfo = null;
4137 pinfo = null;
4138 4546
4139 ce.time = Util.EnvironmentTickCount(); 4547 ce.time = Util.EnvironmentTickCount();
4140 ce.pinfo = pinfo; 4548 ce.pinfo = pinfo;
4141 } 4549 }
4142 4550
4143 string reply = String.Empty; 4551 string reply = String.Empty;
4144 4552
4145 switch (data) 4553 switch (data)
4146 { 4554 {
4147 case 1: // DATA_ONLINE (0|1) 4555 case 1: // DATA_ONLINE (0|1)
4148 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4556 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4149 reply = "1"; 4557 reply = "1";
4150 else 4558 else
4151 reply = "0"; 4559 reply = "0";
4152 break; 4560 break;
4153 case 2: // DATA_NAME (First Last) 4561 case 2: // DATA_NAME (First Last)
4154 reply = account.FirstName + " " + account.LastName; 4562 reply = account.FirstName + " " + account.LastName;
4155 break; 4563 break;
4156 case 3: // DATA_BORN (YYYY-MM-DD) 4564 case 3: // DATA_BORN (YYYY-MM-DD)
4157 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4565 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4158 born = born.AddSeconds(account.Created); 4566 born = born.AddSeconds(account.Created);
4159 reply = born.ToString("yyyy-MM-dd"); 4567 reply = born.ToString("yyyy-MM-dd");
4160 break; 4568 break;
4161 case 4: // DATA_RATING (0,0,0,0,0,0) 4569 case 4: // DATA_RATING (0,0,0,0,0,0)
4162 reply = "0,0,0,0,0,0"; 4570 reply = "0,0,0,0,0,0";
4163 break; 4571 break;
4164 case 7: // DATA_USERLEVEL (integer) 4572 case 8: // DATA_PAYINFO (0|1|2|3)
4165 reply = account.UserLevel.ToString(); 4573 reply = "0";
4166 break; 4574 break;
4167 case 8: // DATA_PAYINFO (0|1|2|3) 4575 default:
4168 reply = "0"; 4576 return UUID.Zero.ToString(); // Raise no event
4169 break; 4577 }
4170 default:
4171 return UUID.Zero.ToString(); // Raise no event
4172 }
4173 4578
4174 UUID rq = UUID.Random(); 4579 UUID rq = UUID.Random();
4175 4580
4176 UUID tid = AsyncCommands. 4581 UUID tid = AsyncCommands.
4177 DataserverPlugin.RegisterRequest(m_localID, 4582 DataserverPlugin.RegisterRequest(m_localID,
4178 m_itemID, rq.ToString()); 4583 m_itemID, rq.ToString());
4179 4584
4180 AsyncCommands. 4585 AsyncCommands.
4181 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4586 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4182 4587
4183 ScriptSleep(100); 4588 ScriptSleep(100);
4184 return tid.ToString(); 4589 return tid.ToString();
4590 }
4591 else
4592 {
4593 ShoutError("Invalid UUID passed to llRequestAgentData.");
4594 }
4595 return "";
4185 } 4596 }
4186 4597
4187 public LSL_String llRequestInventoryData(string name) 4598 public LSL_String llRequestInventoryData(string name)
4188 { 4599 {
4189 m_host.AddScriptLPS(1); 4600 m_host.AddScriptLPS(1);
4190 4601
4602 //Clone is thread safe
4191 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4603 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4192 4604
4193 foreach (TaskInventoryItem item in itemDictionary.Values) 4605 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4239,19 +4651,64 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4239 if (UUID.TryParse(agent, out agentId)) 4651 if (UUID.TryParse(agent, out agentId))
4240 { 4652 {
4241 ScenePresence presence = World.GetScenePresence(agentId); 4653 ScenePresence presence = World.GetScenePresence(agentId);
4242 if (presence != null) 4654 if (presence != null && presence.PresenceType != PresenceType.Npc)
4243 { 4655 {
4656 // agent must not be a god
4657 if (presence.UserLevel >= 200) return;
4658
4244 // agent must be over the owners land 4659 // agent must be over the owners land
4245 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4660 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4246 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4661 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4247 { 4662 {
4248 World.TeleportClientHome(agentId, presence.ControllingClient); 4663 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4664 {
4665 // They can't be teleported home for some reason
4666 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4667 if (regionInfo != null)
4668 {
4669 World.RequestTeleportLocation(
4670 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4671 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4672 }
4673 }
4249 } 4674 }
4250 } 4675 }
4251 } 4676 }
4252 ScriptSleep(5000); 4677 ScriptSleep(5000);
4253 } 4678 }
4254 4679
4680 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4681 {
4682 m_host.AddScriptLPS(1);
4683 UUID agentId = new UUID();
4684 if (UUID.TryParse(agent, out agentId))
4685 {
4686 ScenePresence presence = World.GetScenePresence(agentId);
4687 if (presence != null && presence.PresenceType != PresenceType.Npc)
4688 {
4689 // agent must not be a god
4690 if (presence.GodLevel >= 200) return;
4691
4692 if (simname == String.Empty)
4693 simname = World.RegionInfo.RegionName;
4694
4695 // agent must be over the owners land
4696 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4697 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4698 {
4699 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4700 }
4701 else // or must be wearing the prim
4702 {
4703 if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
4704 {
4705 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4706 }
4707 }
4708 }
4709 }
4710 }
4711
4255 public void llTextBox(string agent, string message, int chatChannel) 4712 public void llTextBox(string agent, string message, int chatChannel)
4256 { 4713 {
4257 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4714 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4263,7 +4720,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4263 UUID av = new UUID(); 4720 UUID av = new UUID();
4264 if (!UUID.TryParse(agent,out av)) 4721 if (!UUID.TryParse(agent,out av))
4265 { 4722 {
4266 LSLError("First parameter to llDialog needs to be a key"); 4723 //LSLError("First parameter to llDialog needs to be a key");
4267 return; 4724 return;
4268 } 4725 }
4269 4726
@@ -4300,17 +4757,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4300 UUID soundId = UUID.Zero; 4757 UUID soundId = UUID.Zero;
4301 if (!UUID.TryParse(impact_sound, out soundId)) 4758 if (!UUID.TryParse(impact_sound, out soundId))
4302 { 4759 {
4303 lock (m_host.TaskInventory) 4760 m_host.TaskInventory.LockItemsForRead(true);
4761 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4304 { 4762 {
4305 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4763 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4306 { 4764 {
4307 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4765 soundId = item.AssetID;
4308 { 4766 break;
4309 soundId = item.AssetID;
4310 break;
4311 }
4312 } 4767 }
4313 } 4768 }
4769 m_host.TaskInventory.LockItemsForRead(false);
4314 } 4770 }
4315 m_host.CollisionSound = soundId; 4771 m_host.CollisionSound = soundId;
4316 m_host.CollisionSoundVolume = (float)impact_volume; 4772 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4350,6 +4806,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4350 UUID partItemID; 4806 UUID partItemID;
4351 foreach (SceneObjectPart part in parts) 4807 foreach (SceneObjectPart part in parts)
4352 { 4808 {
4809 //Clone is thread safe
4353 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4810 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4354 4811
4355 foreach (TaskInventoryItem item in itemsDictionary.Values) 4812 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4553,17 +5010,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4553 5010
4554 m_host.AddScriptLPS(1); 5011 m_host.AddScriptLPS(1);
4555 5012
4556 lock (m_host.TaskInventory) 5013 m_host.TaskInventory.LockItemsForRead(true);
5014 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4557 { 5015 {
4558 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 5016 if (item.Type == 10 && item.ItemID == m_itemID)
4559 { 5017 {
4560 if (item.Type == 10 && item.ItemID == m_itemID) 5018 result = item.Name!=null?item.Name:String.Empty;
4561 { 5019 break;
4562 result = item.Name != null ? item.Name : String.Empty;
4563 break;
4564 }
4565 } 5020 }
4566 } 5021 }
5022 m_host.TaskInventory.LockItemsForRead(false);
4567 5023
4568 return result; 5024 return result;
4569 } 5025 }
@@ -4736,23 +5192,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4736 { 5192 {
4737 m_host.AddScriptLPS(1); 5193 m_host.AddScriptLPS(1);
4738 5194
4739 lock (m_host.TaskInventory) 5195 m_host.TaskInventory.LockItemsForRead(true);
5196 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4740 { 5197 {
4741 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5198 if (inv.Value.Name == name)
4742 { 5199 {
4743 if (inv.Value.Name == name) 5200 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4744 { 5201 {
4745 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5202 m_host.TaskInventory.LockItemsForRead(false);
4746 { 5203 return inv.Value.AssetID.ToString();
4747 return inv.Value.AssetID.ToString(); 5204 }
4748 } 5205 else
4749 else 5206 {
4750 { 5207 m_host.TaskInventory.LockItemsForRead(false);
4751 return UUID.Zero.ToString(); 5208 return UUID.Zero.ToString();
4752 }
4753 } 5209 }
4754 } 5210 }
4755 } 5211 }
5212 m_host.TaskInventory.LockItemsForRead(false);
4756 5213
4757 return UUID.Zero.ToString(); 5214 return UUID.Zero.ToString();
4758 } 5215 }
@@ -4905,14 +5362,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4905 { 5362 {
4906 m_host.AddScriptLPS(1); 5363 m_host.AddScriptLPS(1);
4907 5364
4908 if (src == null) 5365 return src.Length;
4909 {
4910 return 0;
4911 }
4912 else
4913 {
4914 return src.Length;
4915 }
4916 } 5366 }
4917 5367
4918 public LSL_Integer llList2Integer(LSL_List src, int index) 5368 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4958,7 +5408,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4958 else if (src.Data[index] is LSL_Float) 5408 else if (src.Data[index] is LSL_Float)
4959 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5409 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4960 else if (src.Data[index] is LSL_String) 5410 else if (src.Data[index] is LSL_String)
4961 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5411 {
5412 string str = ((LSL_String) src.Data[index]).m_string;
5413 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5414 if (m != Match.Empty)
5415 {
5416 str = m.Value;
5417 double d = 0.0;
5418 if (!Double.TryParse(str, out d))
5419 return 0.0;
5420
5421 return d;
5422 }
5423 return 0.0;
5424 }
4962 return Convert.ToDouble(src.Data[index]); 5425 return Convert.ToDouble(src.Data[index]);
4963 } 5426 }
4964 catch (FormatException) 5427 catch (FormatException)
@@ -5231,7 +5694,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5231 } 5694 }
5232 } 5695 }
5233 } 5696 }
5234 else { 5697 else
5698 {
5235 object[] array = new object[src.Length]; 5699 object[] array = new object[src.Length];
5236 Array.Copy(src.Data, 0, array, 0, src.Length); 5700 Array.Copy(src.Data, 0, array, 0, src.Length);
5237 result = new LSL_List(array); 5701 result = new LSL_List(array);
@@ -5338,7 +5802,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5338 public LSL_Integer llGetRegionAgentCount() 5802 public LSL_Integer llGetRegionAgentCount()
5339 { 5803 {
5340 m_host.AddScriptLPS(1); 5804 m_host.AddScriptLPS(1);
5341 return new LSL_Integer(World.GetRootAgentCount()); 5805
5806 int count = 0;
5807 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5808 count++;
5809 });
5810
5811 return new LSL_Integer(count);
5342 } 5812 }
5343 5813
5344 public LSL_Vector llGetRegionCorner() 5814 public LSL_Vector llGetRegionCorner()
@@ -5618,6 +6088,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5618 flags |= ScriptBaseClass.AGENT_SITTING; 6088 flags |= ScriptBaseClass.AGENT_SITTING;
5619 } 6089 }
5620 6090
6091 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6092 {
6093 flags |= ScriptBaseClass.AGENT_MALE;
6094 }
6095
5621 return flags; 6096 return flags;
5622 } 6097 }
5623 6098
@@ -5680,10 +6155,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5680 m_host.AddScriptLPS(1); 6155 m_host.AddScriptLPS(1);
5681 6156
5682 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6157 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5683 6158 if (parts.Count > 0)
5684 foreach (var part in parts)
5685 { 6159 {
5686 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6160 try
6161 {
6162 parts[0].ParentGroup.areUpdatesSuspended = true;
6163 foreach (var part in parts)
6164 {
6165 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6166 }
6167 }
6168 finally
6169 {
6170 parts[0].ParentGroup.areUpdatesSuspended = false;
6171 }
5687 } 6172 }
5688 } 6173 }
5689 6174
@@ -5735,13 +6220,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5735 6220
5736 if (m_host.OwnerID == land.LandData.OwnerID) 6221 if (m_host.OwnerID == land.LandData.OwnerID)
5737 { 6222 {
5738 World.TeleportClientHome(agentID, presence.ControllingClient); 6223 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6224 presence.TeleportWithMomentum(pos);
6225 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5739 } 6226 }
5740 } 6227 }
5741 } 6228 }
5742 ScriptSleep(5000); 6229 ScriptSleep(5000);
5743 } 6230 }
5744 6231
6232 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6233 {
6234 return ParseString2List(str, separators, in_spacers, false);
6235 }
6236
5745 public LSL_Integer llOverMyLand(string id) 6237 public LSL_Integer llOverMyLand(string id)
5746 { 6238 {
5747 m_host.AddScriptLPS(1); 6239 m_host.AddScriptLPS(1);
@@ -5806,8 +6298,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5806 UUID agentId = new UUID(); 6298 UUID agentId = new UUID();
5807 if (!UUID.TryParse(agent, out agentId)) 6299 if (!UUID.TryParse(agent, out agentId))
5808 return new LSL_Integer(0); 6300 return new LSL_Integer(0);
6301 if (agentId == m_host.GroupID)
6302 return new LSL_Integer(1);
5809 ScenePresence presence = World.GetScenePresence(agentId); 6303 ScenePresence presence = World.GetScenePresence(agentId);
5810 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6304 if (presence == null || presence.IsChildAgent) // Return false for child agents
5811 return new LSL_Integer(0); 6305 return new LSL_Integer(0);
5812 IClientAPI client = presence.ControllingClient; 6306 IClientAPI client = presence.ControllingClient;
5813 if (m_host.GroupID == client.ActiveGroupId) 6307 if (m_host.GroupID == client.ActiveGroupId)
@@ -5942,7 +6436,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5942 return m_host.ParentGroup.AttachmentPoint; 6436 return m_host.ParentGroup.AttachmentPoint;
5943 } 6437 }
5944 6438
5945 public LSL_Integer llGetFreeMemory() 6439 public virtual LSL_Integer llGetFreeMemory()
5946 { 6440 {
5947 m_host.AddScriptLPS(1); 6441 m_host.AddScriptLPS(1);
5948 // Make scripts designed for LSO happy 6442 // Make scripts designed for LSO happy
@@ -6059,7 +6553,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6059 SetParticleSystem(m_host, rules); 6553 SetParticleSystem(m_host, rules);
6060 } 6554 }
6061 6555
6062 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6556 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6557 {
6063 6558
6064 6559
6065 if (rules.Length == 0) 6560 if (rules.Length == 0)
@@ -6253,14 +6748,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6253 6748
6254 protected UUID GetTaskInventoryItem(string name) 6749 protected UUID GetTaskInventoryItem(string name)
6255 { 6750 {
6256 lock (m_host.TaskInventory) 6751 m_host.TaskInventory.LockItemsForRead(true);
6752 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6257 { 6753 {
6258 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6754 if (inv.Value.Name == name)
6259 { 6755 {
6260 if (inv.Value.Name == name) 6756 m_host.TaskInventory.LockItemsForRead(false);
6261 return inv.Key; 6757 return inv.Key;
6262 } 6758 }
6263 } 6759 }
6760 m_host.TaskInventory.LockItemsForRead(false);
6264 6761
6265 return UUID.Zero; 6762 return UUID.Zero;
6266 } 6763 }
@@ -6298,16 +6795,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6298 if (folderID == UUID.Zero) 6795 if (folderID == UUID.Zero)
6299 return; 6796 return;
6300 6797
6301 byte[] bucket = new byte[17]; 6798 byte[] bucket = new byte[1];
6302 bucket[0] = (byte)AssetType.Folder; 6799 bucket[0] = (byte)AssetType.Folder;
6303 byte[] objBytes = folderID.GetBytes(); 6800 //byte[] objBytes = folderID.GetBytes();
6304 Array.Copy(objBytes, 0, bucket, 1, 16); 6801 //Array.Copy(objBytes, 0, bucket, 1, 16);
6305 6802
6306 GridInstantMessage msg = new GridInstantMessage(World, 6803 GridInstantMessage msg = new GridInstantMessage(World,
6307 m_host.UUID, m_host.Name+", an object owned by "+ 6804 m_host.OwnerID, m_host.Name, destID,
6308 resolveName(m_host.OwnerID)+",", destID, 6805 (byte)InstantMessageDialog.TaskInventoryOffered,
6309 (byte)InstantMessageDialog.InventoryOffered, 6806 false, category+". "+m_host.Name+" is located at "+
6310 false, category+"\n"+m_host.Name+" is located at "+
6311 World.RegionInfo.RegionName+" "+ 6807 World.RegionInfo.RegionName+" "+
6312 m_host.AbsolutePosition.ToString(), 6808 m_host.AbsolutePosition.ToString(),
6313 folderID, true, m_host.AbsolutePosition, 6809 folderID, true, m_host.AbsolutePosition,
@@ -6545,13 +7041,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6545 UUID av = new UUID(); 7041 UUID av = new UUID();
6546 if (!UUID.TryParse(avatar,out av)) 7042 if (!UUID.TryParse(avatar,out av))
6547 { 7043 {
6548 LSLError("First parameter to llDialog needs to be a key"); 7044 //LSLError("First parameter to llDialog needs to be a key");
6549 return; 7045 return;
6550 } 7046 }
6551 if (buttons.Length < 1) 7047 if (buttons.Length < 1)
6552 { 7048 {
6553 LSLError("No less than 1 button can be shown"); 7049 buttons.Add("OK");
6554 return;
6555 } 7050 }
6556 if (buttons.Length > 12) 7051 if (buttons.Length > 12)
6557 { 7052 {
@@ -6568,7 +7063,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6568 } 7063 }
6569 if (buttons.Data[i].ToString().Length > 24) 7064 if (buttons.Data[i].ToString().Length > 24)
6570 { 7065 {
6571 LSLError("button label cannot be longer than 24 characters"); 7066 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6572 return; 7067 return;
6573 } 7068 }
6574 buts[i] = buttons.Data[i].ToString(); 7069 buts[i] = buttons.Data[i].ToString();
@@ -6627,22 +7122,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6627 } 7122 }
6628 7123
6629 // copy the first script found with this inventory name 7124 // copy the first script found with this inventory name
6630 lock (m_host.TaskInventory) 7125 TaskInventoryItem scriptItem = null;
7126 m_host.TaskInventory.LockItemsForRead(true);
7127 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6631 { 7128 {
6632 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7129 if (inv.Value.Name == name)
6633 { 7130 {
6634 if (inv.Value.Name == name) 7131 // make sure the object is a script
7132 if (10 == inv.Value.Type)
6635 { 7133 {
6636 // make sure the object is a script 7134 found = true;
6637 if (10 == inv.Value.Type) 7135 srcId = inv.Key;
6638 { 7136 scriptItem = inv.Value;
6639 found = true; 7137 break;
6640 srcId = inv.Key;
6641 break;
6642 }
6643 } 7138 }
6644 } 7139 }
6645 } 7140 }
7141 m_host.TaskInventory.LockItemsForRead(false);
6646 7142
6647 if (!found) 7143 if (!found)
6648 { 7144 {
@@ -6650,9 +7146,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6650 return; 7146 return;
6651 } 7147 }
6652 7148
6653 // the rest of the permission checks are done in RezScript, so check the pin there as well 7149 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6654 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7150 if (dest != null)
7151 {
7152 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7153 {
7154 // the rest of the permission checks are done in RezScript, so check the pin there as well
7155 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6655 7156
7157 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7158 m_host.Inventory.RemoveInventoryItem(srcId);
7159 }
7160 }
6656 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7161 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6657 ScriptSleep(3000); 7162 ScriptSleep(3000);
6658 } 7163 }
@@ -6715,19 +7220,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6715 public LSL_String llMD5String(string src, int nonce) 7220 public LSL_String llMD5String(string src, int nonce)
6716 { 7221 {
6717 m_host.AddScriptLPS(1); 7222 m_host.AddScriptLPS(1);
6718 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7223 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6719 } 7224 }
6720 7225
6721 public LSL_String llSHA1String(string src) 7226 public LSL_String llSHA1String(string src)
6722 { 7227 {
6723 m_host.AddScriptLPS(1); 7228 m_host.AddScriptLPS(1);
6724 return Util.SHA1Hash(src).ToLower(); 7229 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6725 } 7230 }
6726 7231
6727 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7232 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6728 { 7233 {
6729 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7234 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6730 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7235 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7236 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7237 return shapeBlock;
6731 7238
6732 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7239 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6733 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7240 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6832,6 +7339,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6832 // Prim type box, cylinder and prism. 7339 // Prim type box, cylinder and prism.
6833 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) 7340 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)
6834 { 7341 {
7342 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7343 return;
7344
6835 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7345 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6836 ObjectShapePacket.ObjectDataBlock shapeBlock; 7346 ObjectShapePacket.ObjectDataBlock shapeBlock;
6837 7347
@@ -6885,6 +7395,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6885 // Prim type sphere. 7395 // Prim type sphere.
6886 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7396 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6887 { 7397 {
7398 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7399 return;
7400
6888 ObjectShapePacket.ObjectDataBlock shapeBlock; 7401 ObjectShapePacket.ObjectDataBlock shapeBlock;
6889 7402
6890 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7403 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6926,6 +7439,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6926 // Prim type torus, tube and ring. 7439 // Prim type torus, tube and ring.
6927 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) 7440 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)
6928 { 7441 {
7442 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7443 return;
7444
6929 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7445 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6930 ObjectShapePacket.ObjectDataBlock shapeBlock; 7446 ObjectShapePacket.ObjectDataBlock shapeBlock;
6931 7447
@@ -7061,6 +7577,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7061 // Prim type sculpt. 7577 // Prim type sculpt.
7062 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7578 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7063 { 7579 {
7580 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7581 return;
7582
7064 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7583 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7065 UUID sculptId; 7584 UUID sculptId;
7066 7585
@@ -7085,7 +7604,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7085 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7604 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7086 { 7605 {
7087 // default 7606 // default
7088 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7607 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7089 } 7608 }
7090 7609
7091 part.Shape.SetSculptProperties((byte)type, sculptId); 7610 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7101,32 +7620,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7101 ScriptSleep(200); 7620 ScriptSleep(200);
7102 } 7621 }
7103 7622
7104 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7623 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7105 { 7624 {
7106 m_host.AddScriptLPS(1); 7625 m_host.AddScriptLPS(1);
7107 7626
7108 setLinkPrimParams(linknumber, rules); 7627 setLinkPrimParams(linknumber, rules);
7628 }
7109 7629
7110 ScriptSleep(200); 7630 private void setLinkPrimParams(int linknumber, LSL_List rules)
7631 {
7632 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7633 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7634 if (parts.Count>0)
7635 {
7636 try
7637 {
7638 parts[0].ParentGroup.areUpdatesSuspended = true;
7639 foreach (SceneObjectPart part in parts)
7640 SetPrimParams(part, rules);
7641 }
7642 finally
7643 {
7644 parts[0].ParentGroup.areUpdatesSuspended = false;
7645 }
7646 }
7647 if (avatars.Count > 0)
7648 {
7649 foreach (ScenePresence avatar in avatars)
7650 SetPrimParams(avatar, rules);
7651 }
7111 } 7652 }
7112 7653
7113 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7654 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7655 float material_density, float material_friction,
7656 float material_restitution, float material_gravity_modifier)
7114 { 7657 {
7115 m_host.AddScriptLPS(1); 7658 ExtraPhysicsData physdata = new ExtraPhysicsData();
7659 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7660 physdata.Density = part.Density;
7661 physdata.Friction = part.Friction;
7662 physdata.Bounce = part.Bounciness;
7663 physdata.GravitationModifier = part.GravityModifier;
7116 7664
7117 setLinkPrimParams(linknumber, rules); 7665 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7666 physdata.Density = material_density;
7667 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7668 physdata.Friction = material_friction;
7669 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7670 physdata.Bounce = material_restitution;
7671 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7672 physdata.GravitationModifier = material_gravity_modifier;
7673
7674 part.UpdateExtraPhysics(physdata);
7118 } 7675 }
7119 7676
7120 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7677 public void llSetPhysicsMaterial(int material_bits,
7678 float material_gravity_modifier, float material_restitution,
7679 float material_friction, float material_density)
7121 { 7680 {
7122 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7681 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7682 }
7123 7683
7124 foreach (SceneObjectPart part in parts) 7684 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7125 SetPrimParams(part, rules); 7685 {
7686 llSetLinkPrimitiveParamsFast(linknumber, rules);
7687 ScriptSleep(200);
7688 }
7689
7690 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7691 {
7692 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7693 //We only support PRIM_POSITION and PRIM_ROTATION
7694
7695 int idx = 0;
7696
7697 while (idx < rules.Length)
7698 {
7699 int code = rules.GetLSLIntegerItem(idx++);
7700
7701 int remain = rules.Length - idx;
7702
7703 switch (code)
7704 {
7705 case (int)ScriptBaseClass.PRIM_POSITION:
7706 {
7707 if (remain < 1)
7708 return;
7709 LSL_Vector v;
7710 v = rules.GetVector3Item(idx++);
7711
7712 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7713 if (part == null)
7714 break;
7715
7716 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7717 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7718 if (llGetLinkNumber() > 1)
7719 {
7720 localRot = llGetLocalRot();
7721 localPos = llGetLocalPos();
7722 }
7723
7724 v -= localPos;
7725 v /= localRot;
7726
7727 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7728
7729 v = v + 2 * sitOffset;
7730
7731 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7732 av.SendAvatarDataToAllAgents();
7733
7734 }
7735 break;
7736
7737 case (int)ScriptBaseClass.PRIM_ROTATION:
7738 {
7739 if (remain < 1)
7740 return;
7741
7742 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7743 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7744 if (llGetLinkNumber() > 1)
7745 {
7746 localRot = llGetLocalRot();
7747 localPos = llGetLocalPos();
7748 }
7749
7750 LSL_Rotation r;
7751 r = rules.GetQuaternionItem(idx++);
7752 r = r * llGetRootRotation() / localRot;
7753 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7754 av.SendAvatarDataToAllAgents();
7755 }
7756 break;
7757 }
7758 }
7126 } 7759 }
7127 7760
7128 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7761 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7129 { 7762 {
7763 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7764 return;
7765
7130 int idx = 0; 7766 int idx = 0;
7131 7767
7132 bool positionChanged = false; 7768 bool positionChanged = false;
@@ -7154,6 +7790,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7154 currentPosition = GetSetPosTarget(part, v, currentPosition); 7790 currentPosition = GetSetPosTarget(part, v, currentPosition);
7155 7791
7156 break; 7792 break;
7793 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7794 if (remain < 1)
7795 return;
7796
7797 v=rules.GetVector3Item(idx++);
7798 positionChanged = true;
7799 currentPosition = GetSetPosTarget(part, v, currentPosition);
7800
7801 break;
7157 case (int)ScriptBaseClass.PRIM_SIZE: 7802 case (int)ScriptBaseClass.PRIM_SIZE:
7158 if (remain < 1) 7803 if (remain < 1)
7159 return; 7804 return;
@@ -7447,6 +8092,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7447 part.ScriptSetPhysicsStatus(physics); 8092 part.ScriptSetPhysicsStatus(physics);
7448 break; 8093 break;
7449 8094
8095 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8096 if (remain < 1)
8097 return;
8098
8099 int shape_type = rules.GetLSLIntegerItem(idx++);
8100
8101 ExtraPhysicsData physdata = new ExtraPhysicsData();
8102 physdata.Density = part.Density;
8103 physdata.Bounce = part.Bounciness;
8104 physdata.GravitationModifier = part.GravityModifier;
8105 physdata.PhysShapeType = (PhysShapeType)shape_type;
8106
8107 part.UpdateExtraPhysics(physdata);
8108
8109 break;
8110
8111 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8112 if (remain < 5)
8113 return;
8114
8115 int material_bits = rules.GetLSLIntegerItem(idx++);
8116 float material_density = (float)rules.GetLSLFloatItem(idx++);
8117 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8118 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8119 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8120
8121 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8122
8123 break;
8124
7450 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8125 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7451 if (remain < 1) 8126 if (remain < 1)
7452 return; 8127 return;
@@ -7520,7 +8195,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7520 if (part.ParentGroup.RootPart == part) 8195 if (part.ParentGroup.RootPart == part)
7521 { 8196 {
7522 SceneObjectGroup parent = part.ParentGroup; 8197 SceneObjectGroup parent = part.ParentGroup;
7523 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8198 Util.FireAndForget(delegate(object x) {
8199 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8200 });
7524 } 8201 }
7525 else 8202 else
7526 { 8203 {
@@ -7531,6 +8208,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7531 } 8208 }
7532 } 8209 }
7533 } 8210 }
8211
8212 if (positionChanged)
8213 {
8214 if (part.ParentGroup.RootPart == part)
8215 {
8216 SceneObjectGroup parent = part.ParentGroup;
8217 Util.FireAndForget(delegate(object x) {
8218 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8219 });
8220 }
8221 else
8222 {
8223 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8224 SceneObjectGroup parent = part.ParentGroup;
8225 parent.HasGroupChanged = true;
8226 parent.ScheduleGroupForTerseUpdate();
8227 }
8228 }
7534 } 8229 }
7535 8230
7536 public LSL_String llStringToBase64(string str) 8231 public LSL_String llStringToBase64(string str)
@@ -7691,13 +8386,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7691 public LSL_Integer llGetNumberOfPrims() 8386 public LSL_Integer llGetNumberOfPrims()
7692 { 8387 {
7693 m_host.AddScriptLPS(1); 8388 m_host.AddScriptLPS(1);
7694 int avatarCount = 0; 8389 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7695 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8390
7696 {
7697 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7698 avatarCount++;
7699 });
7700
7701 return m_host.ParentGroup.PrimCount + avatarCount; 8391 return m_host.ParentGroup.PrimCount + avatarCount;
7702 } 8392 }
7703 8393
@@ -7713,55 +8403,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7713 m_host.AddScriptLPS(1); 8403 m_host.AddScriptLPS(1);
7714 UUID objID = UUID.Zero; 8404 UUID objID = UUID.Zero;
7715 LSL_List result = new LSL_List(); 8405 LSL_List result = new LSL_List();
8406
8407 // If the ID is not valid, return null result
7716 if (!UUID.TryParse(obj, out objID)) 8408 if (!UUID.TryParse(obj, out objID))
7717 { 8409 {
7718 result.Add(new LSL_Vector()); 8410 result.Add(new LSL_Vector());
7719 result.Add(new LSL_Vector()); 8411 result.Add(new LSL_Vector());
7720 return result; 8412 return result;
7721 } 8413 }
8414
8415 // Check if this is an attached prim. If so, replace
8416 // the UUID with the avatar UUID and report it's bounding box
8417 SceneObjectPart part = World.GetSceneObjectPart(objID);
8418 if (part != null && part.ParentGroup.IsAttachment)
8419 objID = part.ParentGroup.AttachedAvatar;
8420
8421 // Find out if this is an avatar ID. If so, return it's box
7722 ScenePresence presence = World.GetScenePresence(objID); 8422 ScenePresence presence = World.GetScenePresence(objID);
7723 if (presence != null) 8423 if (presence != null)
7724 { 8424 {
7725 if (presence.ParentID == 0) // not sat on an object 8425 // As per LSL Wiki, there is no difference between sitting
8426 // and standing avatar since server 1.36
8427 LSL_Vector lower;
8428 LSL_Vector upper;
8429 if (presence.Animator.Animations.DefaultAnimation.AnimID
8430 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7726 { 8431 {
7727 LSL_Vector lower; 8432 // This is for ground sitting avatars
7728 LSL_Vector upper; 8433 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7729 if (presence.Animator.Animations.DefaultAnimation.AnimID 8434 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7730 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8435 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7731 {
7732 // This is for ground sitting avatars
7733 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7734 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7735 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7736 }
7737 else
7738 {
7739 // This is for standing/flying avatars
7740 float height = presence.Appearance.AvatarHeight / 2.0f;
7741 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7742 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7743 }
7744 result.Add(lower);
7745 result.Add(upper);
7746 return result;
7747 } 8436 }
7748 else 8437 else
7749 { 8438 {
7750 // sitting on an object so we need the bounding box of that 8439 // This is for standing/flying avatars
7751 // which should include the avatar so set the UUID to the 8440 float height = presence.Appearance.AvatarHeight / 2.0f;
7752 // UUID of the object the avatar is sat on and allow it to fall through 8441 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7753 // to processing an object 8442 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7754 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7755 objID = p.UUID;
7756 } 8443 }
8444
8445 // Adjust to the documented error offsets (see LSL Wiki)
8446 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8447 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8448
8449 if (lower.x > upper.x)
8450 lower.x = upper.x;
8451 if (lower.y > upper.y)
8452 lower.y = upper.y;
8453 if (lower.z > upper.z)
8454 lower.z = upper.z;
8455
8456 result.Add(lower);
8457 result.Add(upper);
8458 return result;
7757 } 8459 }
7758 SceneObjectPart part = World.GetSceneObjectPart(objID); 8460
8461 part = World.GetSceneObjectPart(objID);
7759 // Currently only works for single prims without a sitting avatar 8462 // Currently only works for single prims without a sitting avatar
7760 if (part != null) 8463 if (part != null)
7761 { 8464 {
7762 Vector3 halfSize = part.Scale / 2.0f; 8465 float minX;
7763 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8466 float maxX;
7764 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8467 float minY;
8468 float maxY;
8469 float minZ;
8470 float maxZ;
8471
8472 // This BBox is in sim coordinates, with the offset being
8473 // a contained point.
8474 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8475 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8476
8477 minX -= offsets[0].X;
8478 maxX -= offsets[0].X;
8479 minY -= offsets[0].Y;
8480 maxY -= offsets[0].Y;
8481 minZ -= offsets[0].Z;
8482 maxZ -= offsets[0].Z;
8483
8484 LSL_Vector lower;
8485 LSL_Vector upper;
8486
8487 // Adjust to the documented error offsets (see LSL Wiki)
8488 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8489 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8490
8491 if (lower.x > upper.x)
8492 lower.x = upper.x;
8493 if (lower.y > upper.y)
8494 lower.y = upper.y;
8495 if (lower.z > upper.z)
8496 lower.z = upper.z;
8497
7765 result.Add(lower); 8498 result.Add(lower);
7766 result.Add(upper); 8499 result.Add(upper);
7767 return result; 8500 return result;
@@ -7841,13 +8574,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7841 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8574 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7842 part.AbsolutePosition.Y, 8575 part.AbsolutePosition.Y,
7843 part.AbsolutePosition.Z); 8576 part.AbsolutePosition.Z);
7844 // For some reason, the part.AbsolutePosition.* values do not change if the
7845 // linkset is rotated; they always reflect the child prim's world position
7846 // as though the linkset is unrotated. This is incompatible behavior with SL's
7847 // implementation, so will break scripts imported from there (not to mention it
7848 // makes it more difficult to determine a child prim's actual inworld position).
7849 if (part.ParentID != 0)
7850 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7851 res.Add(v); 8577 res.Add(v);
7852 break; 8578 break;
7853 8579
@@ -8018,56 +8744,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8018 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8744 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8019 if (remain < 1) 8745 if (remain < 1)
8020 return res; 8746 return res;
8021 8747 face = (int)rules.GetLSLIntegerItem(idx++);
8022 face=(int)rules.GetLSLIntegerItem(idx++);
8023 8748
8024 tex = part.Shape.Textures; 8749 tex = part.Shape.Textures;
8750 int shiny;
8025 if (face == ScriptBaseClass.ALL_SIDES) 8751 if (face == ScriptBaseClass.ALL_SIDES)
8026 { 8752 {
8027 for (face = 0; face < GetNumberOfSides(part); face++) 8753 for (face = 0; face < GetNumberOfSides(part); face++)
8028 { 8754 {
8029 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8755 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8030 // Convert Shininess to PRIM_SHINY_* 8756 if (shinyness == Shininess.High)
8031 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8757 {
8032 // PRIM_BUMP_* 8758 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8033 res.Add(new LSL_Integer((int)texface.Bump)); 8759 }
8760 else if (shinyness == Shininess.Medium)
8761 {
8762 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8763 }
8764 else if (shinyness == Shininess.Low)
8765 {
8766 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8767 }
8768 else
8769 {
8770 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8771 }
8772 res.Add(new LSL_Integer(shiny));
8773 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8034 } 8774 }
8035 } 8775 }
8036 else 8776 else
8037 { 8777 {
8038 if (face >= 0 && face < GetNumberOfSides(part)) 8778 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8779 if (shinyness == Shininess.High)
8039 { 8780 {
8040 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8781 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8041 // Convert Shininess to PRIM_SHINY_* 8782 }
8042 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8783 else if (shinyness == Shininess.Medium)
8043 // PRIM_BUMP_* 8784 {
8044 res.Add(new LSL_Integer((int)texface.Bump)); 8785 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8786 }
8787 else if (shinyness == Shininess.Low)
8788 {
8789 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8045 } 8790 }
8791 else
8792 {
8793 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8794 }
8795 res.Add(new LSL_Integer(shiny));
8796 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8046 } 8797 }
8047 break; 8798 break;
8048 8799
8049 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8800 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8050 if (remain < 1) 8801 if (remain < 1)
8051 return res; 8802 return res;
8052 8803 face = (int)rules.GetLSLIntegerItem(idx++);
8053 face=(int)rules.GetLSLIntegerItem(idx++);
8054 8804
8055 tex = part.Shape.Textures; 8805 tex = part.Shape.Textures;
8806 int fullbright;
8056 if (face == ScriptBaseClass.ALL_SIDES) 8807 if (face == ScriptBaseClass.ALL_SIDES)
8057 { 8808 {
8058 for (face = 0; face < GetNumberOfSides(part); face++) 8809 for (face = 0; face < GetNumberOfSides(part); face++)
8059 { 8810 {
8060 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8811 if (tex.GetFace((uint)face).Fullbright == true)
8061 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8812 {
8813 fullbright = ScriptBaseClass.TRUE;
8814 }
8815 else
8816 {
8817 fullbright = ScriptBaseClass.FALSE;
8818 }
8819 res.Add(new LSL_Integer(fullbright));
8062 } 8820 }
8063 } 8821 }
8064 else 8822 else
8065 { 8823 {
8066 if (face >= 0 && face < GetNumberOfSides(part)) 8824 if (tex.GetFace((uint)face).Fullbright == true)
8067 { 8825 {
8068 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8826 fullbright = ScriptBaseClass.TRUE;
8069 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8070 } 8827 }
8828 else
8829 {
8830 fullbright = ScriptBaseClass.FALSE;
8831 }
8832 res.Add(new LSL_Integer(fullbright));
8071 } 8833 }
8072 break; 8834 break;
8073 8835
@@ -8089,27 +8851,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8089 break; 8851 break;
8090 8852
8091 case (int)ScriptBaseClass.PRIM_TEXGEN: 8853 case (int)ScriptBaseClass.PRIM_TEXGEN:
8854 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8092 if (remain < 1) 8855 if (remain < 1)
8093 return res; 8856 return res;
8094 8857 face = (int)rules.GetLSLIntegerItem(idx++);
8095 face=(int)rules.GetLSLIntegerItem(idx++);
8096 8858
8097 tex = part.Shape.Textures; 8859 tex = part.Shape.Textures;
8098 if (face == ScriptBaseClass.ALL_SIDES) 8860 if (face == ScriptBaseClass.ALL_SIDES)
8099 { 8861 {
8100 for (face = 0; face < GetNumberOfSides(part); face++) 8862 for (face = 0; face < GetNumberOfSides(part); face++)
8101 { 8863 {
8102 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8864 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8103 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8865 {
8104 res.Add(new LSL_Integer((uint)texgen >> 1)); 8866 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8867 }
8868 else
8869 {
8870 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8871 }
8105 } 8872 }
8106 } 8873 }
8107 else 8874 else
8108 { 8875 {
8109 if (face >= 0 && face < GetNumberOfSides(part)) 8876 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8877 {
8878 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8879 }
8880 else
8110 { 8881 {
8111 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8882 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8112 res.Add(new LSL_Integer((uint)texgen >> 1));
8113 } 8883 }
8114 } 8884 }
8115 break; 8885 break;
@@ -8132,28 +8902,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8132 case (int)ScriptBaseClass.PRIM_GLOW: 8902 case (int)ScriptBaseClass.PRIM_GLOW:
8133 if (remain < 1) 8903 if (remain < 1)
8134 return res; 8904 return res;
8135 8905 face = (int)rules.GetLSLIntegerItem(idx++);
8136 face=(int)rules.GetLSLIntegerItem(idx++);
8137 8906
8138 tex = part.Shape.Textures; 8907 tex = part.Shape.Textures;
8908 float primglow;
8139 if (face == ScriptBaseClass.ALL_SIDES) 8909 if (face == ScriptBaseClass.ALL_SIDES)
8140 { 8910 {
8141 for (face = 0; face < GetNumberOfSides(part); face++) 8911 for (face = 0; face < GetNumberOfSides(part); face++)
8142 { 8912 {
8143 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8913 primglow = tex.GetFace((uint)face).Glow;
8144 res.Add(new LSL_Float(texface.Glow)); 8914 res.Add(new LSL_Float(primglow));
8145 } 8915 }
8146 } 8916 }
8147 else 8917 else
8148 { 8918 {
8149 if (face >= 0 && face < GetNumberOfSides(part)) 8919 primglow = tex.GetFace((uint)face).Glow;
8150 { 8920 res.Add(new LSL_Float(primglow));
8151 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8152 res.Add(new LSL_Float(texface.Glow));
8153 }
8154 } 8921 }
8155 break; 8922 break;
8156
8157 case (int)ScriptBaseClass.PRIM_TEXT: 8923 case (int)ScriptBaseClass.PRIM_TEXT:
8158 Color4 textColor = part.GetTextColor(); 8924 Color4 textColor = part.GetTextColor();
8159 res.Add(new LSL_String(part.Text)); 8925 res.Add(new LSL_String(part.Text));
@@ -8765,8 +9531,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8765 // The function returns an ordered list 9531 // The function returns an ordered list
8766 // representing the tokens found in the supplied 9532 // representing the tokens found in the supplied
8767 // sources string. If two successive tokenizers 9533 // sources string. If two successive tokenizers
8768 // are encountered, then a NULL entry is added 9534 // are encountered, then a null-string entry is
8769 // to the list. 9535 // added to the list.
8770 // 9536 //
8771 // It is a precondition that the source and 9537 // It is a precondition that the source and
8772 // toekizer lisst are non-null. If they are null, 9538 // toekizer lisst are non-null. If they are null,
@@ -8774,7 +9540,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8774 // while their lengths are being determined. 9540 // while their lengths are being determined.
8775 // 9541 //
8776 // A small amount of working memoryis required 9542 // A small amount of working memoryis required
8777 // of approximately 8*#tokenizers. 9543 // of approximately 8*#tokenizers + 8*srcstrlen.
8778 // 9544 //
8779 // There are many ways in which this function 9545 // There are many ways in which this function
8780 // can be implemented, this implementation is 9546 // can be implemented, this implementation is
@@ -8790,155 +9556,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8790 // and eliminates redundant tokenizers as soon 9556 // and eliminates redundant tokenizers as soon
8791 // as is possible. 9557 // as is possible.
8792 // 9558 //
8793 // The implementation tries to avoid any copying 9559 // The implementation tries to minimize temporary
8794 // of arrays or other objects. 9560 // garbage generation.
8795 // </remarks> 9561 // </remarks>
8796 9562
8797 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9563 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8798 { 9564 {
8799 int beginning = 0; 9565 return ParseString2List(src, separators, spacers, true);
8800 int srclen = src.Length; 9566 }
8801 int seplen = separators.Length;
8802 object[] separray = separators.Data;
8803 int spclen = spacers.Length;
8804 object[] spcarray = spacers.Data;
8805 int mlen = seplen+spclen;
8806
8807 int[] offset = new int[mlen+1];
8808 bool[] active = new bool[mlen];
8809
8810 int best;
8811 int j;
8812
8813 // Initial capacity reduces resize cost
8814 9567
8815 LSL_List tokens = new LSL_List(); 9568 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9569 {
9570 int srclen = src.Length;
9571 int seplen = separators.Length;
9572 object[] separray = separators.Data;
9573 int spclen = spacers.Length;
9574 object[] spcarray = spacers.Data;
9575 int dellen = 0;
9576 string[] delarray = new string[seplen+spclen];
8816 9577
8817 // All entries are initially valid 9578 int outlen = 0;
9579 string[] outarray = new string[srclen*2+1];
8818 9580
8819 for (int i = 0; i < mlen; i++) 9581 int i, j;
8820 active[i] = true; 9582 string d;
8821 9583
8822 offset[mlen] = srclen; 9584 m_host.AddScriptLPS(1);
8823 9585
8824 while (beginning < srclen) 9586 /*
9587 * Convert separator and spacer lists to C# strings.
9588 * Also filter out null strings so we don't hang.
9589 */
9590 for (i = 0; i < seplen; i ++)
8825 { 9591 {
9592 d = separray[i].ToString();
9593 if (d.Length > 0)
9594 {
9595 delarray[dellen++] = d;
9596 }
9597 }
9598 seplen = dellen;
8826 9599
8827 best = mlen; // as bad as it gets 9600 for (i = 0; i < spclen; i ++)
9601 {
9602 d = spcarray[i].ToString();
9603 if (d.Length > 0)
9604 {
9605 delarray[dellen++] = d;
9606 }
9607 }
8828 9608
8829 // Scan for separators 9609 /*
9610 * Scan through source string from beginning to end.
9611 */
9612 for (i = 0;;)
9613 {
8830 9614
8831 for (j = 0; j < seplen; j++) 9615 /*
9616 * Find earliest delimeter in src starting at i (if any).
9617 */
9618 int earliestDel = -1;
9619 int earliestSrc = srclen;
9620 string earliestStr = null;
9621 for (j = 0; j < dellen; j ++)
8832 { 9622 {
8833 if (separray[j].ToString() == String.Empty) 9623 d = delarray[j];
8834 active[j] = false; 9624 if (d != null)
8835
8836 if (active[j])
8837 { 9625 {
8838 // scan all of the markers 9626 int index = src.IndexOf(d, i);
8839 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9627 if (index < 0)
8840 { 9628 {
8841 // not present at all 9629 delarray[j] = null; // delim nowhere in src, don't check it anymore
8842 active[j] = false;
8843 } 9630 }
8844 else 9631 else if (index < earliestSrc)
8845 { 9632 {
8846 // present and correct 9633 earliestSrc = index; // where delimeter starts in source string
8847 if (offset[j] < offset[best]) 9634 earliestDel = j; // where delimeter is in delarray[]
8848 { 9635 earliestStr = d; // the delimeter string from delarray[]
8849 // closest so far 9636 if (index == i) break; // can't do any better than found at beg of string
8850 best = j;
8851 if (offset[best] == beginning)
8852 break;
8853 }
8854 } 9637 }
8855 } 9638 }
8856 } 9639 }
8857 9640
8858 // Scan for spacers 9641 /*
8859 9642 * Output source string starting at i through start of earliest delimeter.
8860 if (offset[best] != beginning) 9643 */
9644 if (keepNulls || (earliestSrc > i))
8861 { 9645 {
8862 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9646 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8863 {
8864 if (spcarray[j-seplen].ToString() == String.Empty)
8865 active[j] = false;
8866
8867 if (active[j])
8868 {
8869 // scan all of the markers
8870 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8871 {
8872 // not present at all
8873 active[j] = false;
8874 }
8875 else
8876 {
8877 // present and correct
8878 if (offset[j] < offset[best])
8879 {
8880 // closest so far
8881 best = j;
8882 }
8883 }
8884 }
8885 }
8886 } 9647 }
8887 9648
8888 // This is the normal exit from the scanning loop 9649 /*
9650 * If no delimeter found at or after i, we're done scanning.
9651 */
9652 if (earliestDel < 0) break;
8889 9653
8890 if (best == mlen) 9654 /*
9655 * If delimeter was a spacer, output the spacer.
9656 */
9657 if (earliestDel >= seplen)
8891 { 9658 {
8892 // no markers were found on this pass 9659 outarray[outlen++] = earliestStr;
8893 // so we're pretty much done
8894 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8895 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8896 break;
8897 } 9660 }
8898 9661
8899 // Otherwise we just add the newly delimited token 9662 /*
8900 // and recalculate where the search should continue. 9663 * Look at rest of src string following delimeter.
8901 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9664 */
8902 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9665 i = earliestSrc + earliestStr.Length;
8903
8904 if (best < seplen)
8905 {
8906 beginning = offset[best] + (separray[best].ToString()).Length;
8907 }
8908 else
8909 {
8910 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8911 string str = spcarray[best - seplen].ToString();
8912 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8913 tokens.Add(new LSL_String(str));
8914 }
8915 } 9666 }
8916 9667
8917 // This an awkward an not very intuitive boundary case. If the 9668 /*
8918 // last substring is a tokenizer, then there is an implied trailing 9669 * Make up an exact-sized output array suitable for an LSL_List object.
8919 // null list entry. Hopefully the single comparison will not be too 9670 */
8920 // arduous. Alternatively the 'break' could be replced with a return 9671 object[] outlist = new object[outlen];
8921 // but that's shabby programming. 9672 for (i = 0; i < outlen; i ++)
8922
8923 if ((beginning == srclen) && (keepNulls))
8924 { 9673 {
8925 if (srclen != 0) 9674 outlist[i] = new LSL_String(outarray[i]);
8926 tokens.Add(new LSL_String(""));
8927 } 9675 }
8928 9676 return new LSL_List(outlist);
8929 return tokens;
8930 }
8931
8932 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8933 {
8934 m_host.AddScriptLPS(1);
8935 return this.ParseString(src, separators, spacers, false);
8936 }
8937
8938 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8939 {
8940 m_host.AddScriptLPS(1);
8941 return this.ParseString(src, separators, spacers, true);
8942 } 9677 }
8943 9678
8944 public LSL_Integer llGetObjectPermMask(int mask) 9679 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9015,28 +9750,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9015 { 9750 {
9016 m_host.AddScriptLPS(1); 9751 m_host.AddScriptLPS(1);
9017 9752
9018 lock (m_host.TaskInventory) 9753 m_host.TaskInventory.LockItemsForRead(true);
9754 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9019 { 9755 {
9020 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9756 if (inv.Value.Name == item)
9021 { 9757 {
9022 if (inv.Value.Name == item) 9758 m_host.TaskInventory.LockItemsForRead(false);
9759 switch (mask)
9023 { 9760 {
9024 switch (mask) 9761 case 0:
9025 { 9762 return (int)inv.Value.BasePermissions;
9026 case 0: 9763 case 1:
9027 return (int)inv.Value.BasePermissions; 9764 return (int)inv.Value.CurrentPermissions;
9028 case 1: 9765 case 2:
9029 return (int)inv.Value.CurrentPermissions; 9766 return (int)inv.Value.GroupPermissions;
9030 case 2: 9767 case 3:
9031 return (int)inv.Value.GroupPermissions; 9768 return (int)inv.Value.EveryonePermissions;
9032 case 3: 9769 case 4:
9033 return (int)inv.Value.EveryonePermissions; 9770 return (int)inv.Value.NextPermissions;
9034 case 4:
9035 return (int)inv.Value.NextPermissions;
9036 }
9037 } 9771 }
9038 } 9772 }
9039 } 9773 }
9774 m_host.TaskInventory.LockItemsForRead(false);
9040 9775
9041 return -1; 9776 return -1;
9042 } 9777 }
@@ -9083,16 +9818,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9083 { 9818 {
9084 m_host.AddScriptLPS(1); 9819 m_host.AddScriptLPS(1);
9085 9820
9086 lock (m_host.TaskInventory) 9821 m_host.TaskInventory.LockItemsForRead(true);
9822 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9087 { 9823 {
9088 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9824 if (inv.Value.Name == item)
9089 { 9825 {
9090 if (inv.Value.Name == item) 9826 m_host.TaskInventory.LockItemsForRead(false);
9091 { 9827 return inv.Value.CreatorID.ToString();
9092 return inv.Value.CreatorID.ToString();
9093 }
9094 } 9828 }
9095 } 9829 }
9830 m_host.TaskInventory.LockItemsForRead(false);
9096 9831
9097 llSay(0, "No item name '" + item + "'"); 9832 llSay(0, "No item name '" + item + "'");
9098 9833
@@ -9240,7 +9975,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9240 } 9975 }
9241 9976
9242 /// <summary> 9977 /// <summary>
9243 /// illListReplaceList removes the sub-list defined by the inclusive indices 9978 /// llListReplaceList removes the sub-list defined by the inclusive indices
9244 /// start and end and inserts the src list in its place. The inclusive 9979 /// start and end and inserts the src list in its place. The inclusive
9245 /// nature of the indices means that at least one element must be deleted 9980 /// nature of the indices means that at least one element must be deleted
9246 /// if the indices are within the bounds of the existing list. I.e. 2,2 9981 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9297,16 +10032,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9297 // based upon end. Note that if end exceeds the upper 10032 // based upon end. Note that if end exceeds the upper
9298 // bound in this case, the entire destination list 10033 // bound in this case, the entire destination list
9299 // is removed. 10034 // is removed.
9300 else 10035 else if (start == 0)
9301 { 10036 {
9302 if (end + 1 < dest.Length) 10037 if (end + 1 < dest.Length)
9303 {
9304 return src + dest.GetSublist(end + 1, -1); 10038 return src + dest.GetSublist(end + 1, -1);
9305 }
9306 else 10039 else
9307 {
9308 return src; 10040 return src;
9309 } 10041 }
10042 else // Start < 0
10043 {
10044 if (end + 1 < dest.Length)
10045 return dest.GetSublist(end + 1, -1);
10046 else
10047 return new LSL_List();
9310 } 10048 }
9311 } 10049 }
9312 // Finally, if start > end, we strip away a prefix and 10050 // Finally, if start > end, we strip away a prefix and
@@ -9357,17 +10095,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9357 int width = 0; 10095 int width = 0;
9358 int height = 0; 10096 int height = 0;
9359 10097
9360 ParcelMediaCommandEnum? commandToSend = null; 10098 uint commandToSend = 0;
9361 float time = 0.0f; // default is from start 10099 float time = 0.0f; // default is from start
9362 10100
9363 ScenePresence presence = null; 10101 ScenePresence presence = null;
9364 10102
9365 for (int i = 0; i < commandList.Data.Length; i++) 10103 for (int i = 0; i < commandList.Data.Length; i++)
9366 { 10104 {
9367 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10105 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9368 switch (command) 10106 switch (command)
9369 { 10107 {
9370 case ParcelMediaCommandEnum.Agent: 10108 case (uint)ParcelMediaCommandEnum.Agent:
9371 // we send only to one agent 10109 // we send only to one agent
9372 if ((i + 1) < commandList.Length) 10110 if ((i + 1) < commandList.Length)
9373 { 10111 {
@@ -9384,25 +10122,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9384 } 10122 }
9385 break; 10123 break;
9386 10124
9387 case ParcelMediaCommandEnum.Loop: 10125 case (uint)ParcelMediaCommandEnum.Loop:
9388 loop = 1; 10126 loop = 1;
9389 commandToSend = command; 10127 commandToSend = command;
9390 update = true; //need to send the media update packet to set looping 10128 update = true; //need to send the media update packet to set looping
9391 break; 10129 break;
9392 10130
9393 case ParcelMediaCommandEnum.Play: 10131 case (uint)ParcelMediaCommandEnum.Play:
9394 loop = 0; 10132 loop = 0;
9395 commandToSend = command; 10133 commandToSend = command;
9396 update = true; //need to send the media update packet to make sure it doesn't loop 10134 update = true; //need to send the media update packet to make sure it doesn't loop
9397 break; 10135 break;
9398 10136
9399 case ParcelMediaCommandEnum.Pause: 10137 case (uint)ParcelMediaCommandEnum.Pause:
9400 case ParcelMediaCommandEnum.Stop: 10138 case (uint)ParcelMediaCommandEnum.Stop:
9401 case ParcelMediaCommandEnum.Unload: 10139 case (uint)ParcelMediaCommandEnum.Unload:
9402 commandToSend = command; 10140 commandToSend = command;
9403 break; 10141 break;
9404 10142
9405 case ParcelMediaCommandEnum.Url: 10143 case (uint)ParcelMediaCommandEnum.Url:
9406 if ((i + 1) < commandList.Length) 10144 if ((i + 1) < commandList.Length)
9407 { 10145 {
9408 if (commandList.Data[i + 1] is LSL_String) 10146 if (commandList.Data[i + 1] is LSL_String)
@@ -9415,7 +10153,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9415 } 10153 }
9416 break; 10154 break;
9417 10155
9418 case ParcelMediaCommandEnum.Texture: 10156 case (uint)ParcelMediaCommandEnum.Texture:
9419 if ((i + 1) < commandList.Length) 10157 if ((i + 1) < commandList.Length)
9420 { 10158 {
9421 if (commandList.Data[i + 1] is LSL_String) 10159 if (commandList.Data[i + 1] is LSL_String)
@@ -9428,7 +10166,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9428 } 10166 }
9429 break; 10167 break;
9430 10168
9431 case ParcelMediaCommandEnum.Time: 10169 case (uint)ParcelMediaCommandEnum.Time:
9432 if ((i + 1) < commandList.Length) 10170 if ((i + 1) < commandList.Length)
9433 { 10171 {
9434 if (commandList.Data[i + 1] is LSL_Float) 10172 if (commandList.Data[i + 1] is LSL_Float)
@@ -9440,7 +10178,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9440 } 10178 }
9441 break; 10179 break;
9442 10180
9443 case ParcelMediaCommandEnum.AutoAlign: 10181 case (uint)ParcelMediaCommandEnum.AutoAlign:
9444 if ((i + 1) < commandList.Length) 10182 if ((i + 1) < commandList.Length)
9445 { 10183 {
9446 if (commandList.Data[i + 1] is LSL_Integer) 10184 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9454,7 +10192,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9454 } 10192 }
9455 break; 10193 break;
9456 10194
9457 case ParcelMediaCommandEnum.Type: 10195 case (uint)ParcelMediaCommandEnum.Type:
9458 if ((i + 1) < commandList.Length) 10196 if ((i + 1) < commandList.Length)
9459 { 10197 {
9460 if (commandList.Data[i + 1] is LSL_String) 10198 if (commandList.Data[i + 1] is LSL_String)
@@ -9467,7 +10205,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9467 } 10205 }
9468 break; 10206 break;
9469 10207
9470 case ParcelMediaCommandEnum.Desc: 10208 case (uint)ParcelMediaCommandEnum.Desc:
9471 if ((i + 1) < commandList.Length) 10209 if ((i + 1) < commandList.Length)
9472 { 10210 {
9473 if (commandList.Data[i + 1] is LSL_String) 10211 if (commandList.Data[i + 1] is LSL_String)
@@ -9480,7 +10218,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9480 } 10218 }
9481 break; 10219 break;
9482 10220
9483 case ParcelMediaCommandEnum.Size: 10221 case (uint)ParcelMediaCommandEnum.Size:
9484 if ((i + 2) < commandList.Length) 10222 if ((i + 2) < commandList.Length)
9485 { 10223 {
9486 if (commandList.Data[i + 1] is LSL_Integer) 10224 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9550,7 +10288,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9550 } 10288 }
9551 } 10289 }
9552 10290
9553 if (commandToSend != null) 10291 if (commandToSend != 0)
9554 { 10292 {
9555 // the commandList contained a start/stop/... command, too 10293 // the commandList contained a start/stop/... command, too
9556 if (presence == null) 10294 if (presence == null)
@@ -9587,7 +10325,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9587 10325
9588 if (aList.Data[i] != null) 10326 if (aList.Data[i] != null)
9589 { 10327 {
9590 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10328 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9591 { 10329 {
9592 case ParcelMediaCommandEnum.Url: 10330 case ParcelMediaCommandEnum.Url:
9593 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10331 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9630,16 +10368,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9630 { 10368 {
9631 m_host.AddScriptLPS(1); 10369 m_host.AddScriptLPS(1);
9632 10370
9633 lock (m_host.TaskInventory) 10371 m_host.TaskInventory.LockItemsForRead(true);
10372 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9634 { 10373 {
9635 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10374 if (inv.Value.Name == name)
9636 { 10375 {
9637 if (inv.Value.Name == name) 10376 m_host.TaskInventory.LockItemsForRead(false);
9638 { 10377 return inv.Value.Type;
9639 return inv.Value.Type;
9640 }
9641 } 10378 }
9642 } 10379 }
10380 m_host.TaskInventory.LockItemsForRead(false);
9643 10381
9644 return -1; 10382 return -1;
9645 } 10383 }
@@ -9650,15 +10388,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9650 10388
9651 if (quick_pay_buttons.Data.Length < 4) 10389 if (quick_pay_buttons.Data.Length < 4)
9652 { 10390 {
9653 LSLError("List must have at least 4 elements"); 10391 int x;
9654 return; 10392 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10393 {
10394 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10395 }
9655 } 10396 }
9656 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10397 int[] nPrice = new int[5];
9657 10398 nPrice[0] = price;
9658 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10399 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9659 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10400 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9660 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10401 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9661 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10402 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10403 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9662 m_host.ParentGroup.HasGroupChanged = true; 10404 m_host.ParentGroup.HasGroupChanged = true;
9663 } 10405 }
9664 10406
@@ -9670,17 +10412,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9670 if (invItemID == UUID.Zero) 10412 if (invItemID == UUID.Zero)
9671 return new LSL_Vector(); 10413 return new LSL_Vector();
9672 10414
9673 lock (m_host.TaskInventory) 10415 m_host.TaskInventory.LockItemsForRead(true);
10416 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9674 { 10417 {
9675 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10418 m_host.TaskInventory.LockItemsForRead(false);
9676 return new LSL_Vector(); 10419 return new LSL_Vector();
10420 }
9677 10421
9678 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10422 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9679 { 10423 {
9680 ShoutError("No permissions to track the camera"); 10424 ShoutError("No permissions to track the camera");
9681 return new LSL_Vector(); 10425 m_host.TaskInventory.LockItemsForRead(false);
9682 } 10426 return new LSL_Vector();
9683 } 10427 }
10428 m_host.TaskInventory.LockItemsForRead(false);
9684 10429
9685 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10430 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9686 if (presence != null) 10431 if (presence != null)
@@ -9698,17 +10443,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9698 if (invItemID == UUID.Zero) 10443 if (invItemID == UUID.Zero)
9699 return new LSL_Rotation(); 10444 return new LSL_Rotation();
9700 10445
9701 lock (m_host.TaskInventory) 10446 m_host.TaskInventory.LockItemsForRead(true);
10447 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9702 { 10448 {
9703 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10449 m_host.TaskInventory.LockItemsForRead(false);
9704 return new LSL_Rotation(); 10450 return new LSL_Rotation();
9705
9706 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9707 {
9708 ShoutError("No permissions to track the camera");
9709 return new LSL_Rotation();
9710 }
9711 } 10451 }
10452 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
10453 {
10454 ShoutError("No permissions to track the camera");
10455 m_host.TaskInventory.LockItemsForRead(false);
10456 return new LSL_Rotation();
10457 }
10458 m_host.TaskInventory.LockItemsForRead(false);
9712 10459
9713 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10460 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9714 if (presence != null) 10461 if (presence != null)
@@ -9770,8 +10517,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9770 { 10517 {
9771 m_host.AddScriptLPS(1); 10518 m_host.AddScriptLPS(1);
9772 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10519 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9773 if (detectedParams == null) return; // only works on the first detected avatar 10520 if (detectedParams == null)
9774 10521 {
10522 if (m_host.ParentGroup.IsAttachment == true)
10523 {
10524 detectedParams = new DetectParams();
10525 detectedParams.Key = m_host.OwnerID;
10526 }
10527 else
10528 {
10529 return;
10530 }
10531 }
10532
9775 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10533 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9776 if (avatar != null) 10534 if (avatar != null)
9777 { 10535 {
@@ -9779,6 +10537,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9779 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10537 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9780 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10538 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9781 } 10539 }
10540
9782 ScriptSleep(1000); 10541 ScriptSleep(1000);
9783 } 10542 }
9784 10543
@@ -9890,14 +10649,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9890 if (objectID == UUID.Zero) return; 10649 if (objectID == UUID.Zero) return;
9891 10650
9892 UUID agentID; 10651 UUID agentID;
9893 lock (m_host.TaskInventory) 10652 m_host.TaskInventory.LockItemsForRead(true);
9894 { 10653 // we need the permission first, to know which avatar we want to set the camera for
9895 // we need the permission first, to know which avatar we want to set the camera for 10654 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9896 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9897 10655
9898 if (agentID == UUID.Zero) return; 10656 if (agentID == UUID.Zero)
9899 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10657 {
10658 m_host.TaskInventory.LockItemsForRead(false);
10659 return;
9900 } 10660 }
10661 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10662 {
10663 m_host.TaskInventory.LockItemsForRead(false);
10664 return;
10665 }
10666 m_host.TaskInventory.LockItemsForRead(false);
9901 10667
9902 ScenePresence presence = World.GetScenePresence(agentID); 10668 ScenePresence presence = World.GetScenePresence(agentID);
9903 10669
@@ -9906,12 +10672,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9906 10672
9907 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10673 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9908 object[] data = rules.Data; 10674 object[] data = rules.Data;
9909 for (int i = 0; i < data.Length; ++i) { 10675 for (int i = 0; i < data.Length; ++i)
10676 {
9910 int type = Convert.ToInt32(data[i++].ToString()); 10677 int type = Convert.ToInt32(data[i++].ToString());
9911 if (i >= data.Length) break; // odd number of entries => ignore the last 10678 if (i >= data.Length) break; // odd number of entries => ignore the last
9912 10679
9913 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10680 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9914 switch (type) { 10681 switch (type)
10682 {
9915 case ScriptBaseClass.CAMERA_FOCUS: 10683 case ScriptBaseClass.CAMERA_FOCUS:
9916 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10684 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9917 case ScriptBaseClass.CAMERA_POSITION: 10685 case ScriptBaseClass.CAMERA_POSITION:
@@ -9947,12 +10715,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9947 10715
9948 // we need the permission first, to know which avatar we want to clear the camera for 10716 // we need the permission first, to know which avatar we want to clear the camera for
9949 UUID agentID; 10717 UUID agentID;
9950 lock (m_host.TaskInventory) 10718 m_host.TaskInventory.LockItemsForRead(true);
10719 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10720 if (agentID == UUID.Zero)
9951 { 10721 {
9952 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10722 m_host.TaskInventory.LockItemsForRead(false);
9953 if (agentID == UUID.Zero) return; 10723 return;
9954 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10724 }
10725 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10726 {
10727 m_host.TaskInventory.LockItemsForRead(false);
10728 return;
9955 } 10729 }
10730 m_host.TaskInventory.LockItemsForRead(false);
9956 10731
9957 ScenePresence presence = World.GetScenePresence(agentID); 10732 ScenePresence presence = World.GetScenePresence(agentID);
9958 10733
@@ -10019,19 +10794,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10019 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10794 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10020 { 10795 {
10021 m_host.AddScriptLPS(1); 10796 m_host.AddScriptLPS(1);
10022 string ret = String.Empty; 10797
10023 string src1 = llBase64ToString(str1); 10798 if (str1 == String.Empty)
10024 string src2 = llBase64ToString(str2); 10799 return String.Empty;
10025 int c = 0; 10800 if (str2 == String.Empty)
10026 for (int i = 0; i < src1.Length; i++) 10801 return str1;
10802
10803 int len = str2.Length;
10804 if ((len % 4) != 0) // LL is EVIL!!!!
10027 { 10805 {
10028 ret += (char) (src1[i] ^ src2[c]); 10806 while (str2.EndsWith("="))
10807 str2 = str2.Substring(0, str2.Length - 1);
10808
10809 len = str2.Length;
10810 int mod = len % 4;
10029 10811
10030 c++; 10812 if (mod == 1)
10031 if (c >= src2.Length) 10813 str2 = str2.Substring(0, str2.Length - 1);
10032 c = 0; 10814 else if (mod == 2)
10815 str2 += "==";
10816 else if (mod == 3)
10817 str2 += "=";
10033 } 10818 }
10034 return llStringToBase64(ret); 10819
10820 byte[] data1;
10821 byte[] data2;
10822 try
10823 {
10824 data1 = Convert.FromBase64String(str1);
10825 data2 = Convert.FromBase64String(str2);
10826 }
10827 catch (Exception)
10828 {
10829 return new LSL_String(String.Empty);
10830 }
10831
10832 byte[] d2 = new Byte[data1.Length];
10833 int pos = 0;
10834
10835 if (data1.Length <= data2.Length)
10836 {
10837 Array.Copy(data2, 0, d2, 0, data1.Length);
10838 }
10839 else
10840 {
10841 while (pos < data1.Length)
10842 {
10843 len = data1.Length - pos;
10844 if (len > data2.Length)
10845 len = data2.Length;
10846
10847 Array.Copy(data2, 0, d2, pos, len);
10848 pos += len;
10849 }
10850 }
10851
10852 for (pos = 0 ; pos < data1.Length ; pos++ )
10853 data1[pos] ^= d2[pos];
10854
10855 return Convert.ToBase64String(data1);
10035 } 10856 }
10036 10857
10037 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10858 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10088,12 +10909,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10088 Regex r = new Regex(authregex); 10909 Regex r = new Regex(authregex);
10089 int[] gnums = r.GetGroupNumbers(); 10910 int[] gnums = r.GetGroupNumbers();
10090 Match m = r.Match(url); 10911 Match m = r.Match(url);
10091 if (m.Success) { 10912 if (m.Success)
10092 for (int i = 1; i < gnums.Length; i++) { 10913 {
10914 for (int i = 1; i < gnums.Length; i++)
10915 {
10093 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10916 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10094 //CaptureCollection cc = g.Captures; 10917 //CaptureCollection cc = g.Captures;
10095 } 10918 }
10096 if (m.Groups.Count == 5) { 10919 if (m.Groups.Count == 5)
10920 {
10097 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10921 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10098 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10922 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10099 } 10923 }
@@ -10379,15 +11203,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10379 11203
10380 internal UUID ScriptByName(string name) 11204 internal UUID ScriptByName(string name)
10381 { 11205 {
10382 lock (m_host.TaskInventory) 11206 m_host.TaskInventory.LockItemsForRead(true);
11207
11208 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10383 { 11209 {
10384 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11210 if (item.Type == 10 && item.Name == name)
10385 { 11211 {
10386 if (item.Type == 10 && item.Name == name) 11212 m_host.TaskInventory.LockItemsForRead(false);
10387 return item.ItemID; 11213 return item.ItemID;
10388 } 11214 }
10389 } 11215 }
10390 11216
11217 m_host.TaskInventory.LockItemsForRead(false);
11218
10391 return UUID.Zero; 11219 return UUID.Zero;
10392 } 11220 }
10393 11221
@@ -10428,6 +11256,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10428 { 11256 {
10429 m_host.AddScriptLPS(1); 11257 m_host.AddScriptLPS(1);
10430 11258
11259 //Clone is thread safe
10431 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11260 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10432 11261
10433 UUID assetID = UUID.Zero; 11262 UUID assetID = UUID.Zero;
@@ -10490,6 +11319,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10490 { 11319 {
10491 m_host.AddScriptLPS(1); 11320 m_host.AddScriptLPS(1);
10492 11321
11322 //Clone is thread safe
10493 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11323 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10494 11324
10495 UUID assetID = UUID.Zero; 11325 UUID assetID = UUID.Zero;
@@ -10570,15 +11400,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10570 return GetLinkPrimitiveParams(obj, rules); 11400 return GetLinkPrimitiveParams(obj, rules);
10571 } 11401 }
10572 11402
10573 public void print(string str) 11403 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10574 { 11404 {
10575 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11405 List<SceneObjectPart> parts = GetLinkParts(link);
10576 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11406 if (parts.Count < 1)
10577 if (ossl != null) 11407 return 0;
10578 { 11408
10579 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11409 return GetNumberOfSides(parts[0]);
10580 m_log.Info("LSL print():" + str);
10581 }
10582 } 11410 }
10583 11411
10584 private string Name2Username(string name) 11412 private string Name2Username(string name)
@@ -10624,155 +11452,397 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10624 return rq.ToString(); 11452 return rq.ToString();
10625 } 11453 }
10626 11454
11455 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11456 {
11457 m_SayShoutCount = 0;
11458 }
11459
11460 private struct Tri
11461 {
11462 public Vector3 p1;
11463 public Vector3 p2;
11464 public Vector3 p3;
11465 }
11466
11467 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11468 {
11469 float height = avatar.Appearance.AvatarHeight;
11470 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11471 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11472
11473 if (point.X > b1.X && point.X < b2.X &&
11474 point.Y > b1.Y && point.Y < b2.Y &&
11475 point.Z > b1.Z && point.Z < b2.Z)
11476 return true;
11477 return false;
11478 }
11479
11480 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11481 {
11482 List<ContactResult> contacts = new List<ContactResult>();
11483
11484 Vector3 ab = rayEnd - rayStart;
11485
11486 World.ForEachScenePresence(delegate(ScenePresence sp)
11487 {
11488 Vector3 ac = sp.AbsolutePosition - rayStart;
11489 Vector3 bc = sp.AbsolutePosition - rayEnd;
11490
11491 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11492
11493 if (d > 1.5)
11494 return;
11495
11496 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11497
11498 if (d2 > 0)
11499 return;
11500
11501 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11502 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11503
11504 if (!InBoundingBox(sp, p))
11505 return;
11506
11507 ContactResult result = new ContactResult ();
11508 result.ConsumerID = sp.LocalId;
11509 result.Depth = Vector3.Distance(rayStart, p);
11510 result.Normal = Vector3.Zero;
11511 result.Pos = p;
11512
11513 contacts.Add(result);
11514 });
11515
11516 return contacts.ToArray();
11517 }
11518
11519 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11520 {
11521 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11522 List<ContactResult> contacts = new List<ContactResult>();
11523
11524 Vector3 ab = rayEnd - rayStart;
11525
11526 World.ForEachSOG(delegate(SceneObjectGroup group)
11527 {
11528 if (m_host.ParentGroup == group)
11529 return;
11530
11531 if (group.IsAttachment)
11532 return;
11533
11534 if (group.RootPart.PhysActor == null)
11535 {
11536 if (!includePhantom)
11537 return;
11538 }
11539 else
11540 {
11541 if (group.RootPart.PhysActor.IsPhysical)
11542 {
11543 if (!includePhysical)
11544 return;
11545 }
11546 else
11547 {
11548 if (!includeNonPhysical)
11549 return;
11550 }
11551 }
11552
11553 // Find the radius ouside of which we don't even need to hit test
11554 float minX;
11555 float maxX;
11556 float minY;
11557 float maxY;
11558 float minZ;
11559 float maxZ;
11560
11561 float radius = 0.0f;
11562
11563 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11564
11565 if (Math.Abs(minX) > radius)
11566 radius = Math.Abs(minX);
11567 if (Math.Abs(minY) > radius)
11568 radius = Math.Abs(minY);
11569 if (Math.Abs(minZ) > radius)
11570 radius = Math.Abs(minZ);
11571 if (Math.Abs(maxX) > radius)
11572 radius = Math.Abs(maxX);
11573 if (Math.Abs(maxY) > radius)
11574 radius = Math.Abs(maxY);
11575 if (Math.Abs(maxZ) > radius)
11576 radius = Math.Abs(maxZ);
11577
11578 Vector3 ac = group.AbsolutePosition - rayStart;
11579 Vector3 bc = group.AbsolutePosition - rayEnd;
11580
11581 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11582
11583 // Too far off ray, don't bother
11584 if (d > radius)
11585 return;
11586
11587 // Behind ray, drop
11588 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11589 if (d2 > 0)
11590 return;
11591
11592 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11593 // Miss.
11594 if (!intersection.HitTF)
11595 return;
11596
11597 ContactResult result = new ContactResult ();
11598 result.ConsumerID = group.LocalId;
11599 result.Depth = intersection.distance;
11600 result.Normal = intersection.normal;
11601 result.Pos = intersection.ipoint;
11602
11603 contacts.Add(result);
11604 });
11605
11606 return contacts.ToArray();
11607 }
11608
11609 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11610 {
11611 double[,] heightfield = World.Heightmap.GetDoubles();
11612 List<ContactResult> contacts = new List<ContactResult>();
11613
11614 double min = 2048.0;
11615 double max = 0.0;
11616
11617 // Find the min and max of the heightfield
11618 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11619 {
11620 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11621 {
11622 if (heightfield[x, y] > max)
11623 max = heightfield[x, y];
11624 if (heightfield[x, y] < min)
11625 min = heightfield[x, y];
11626 }
11627 }
11628
11629
11630 // A ray extends past rayEnd, but doesn't go back before
11631 // rayStart. If the start is above the highest point of the ground
11632 // and the ray goes up, we can't hit the ground. Ever.
11633 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11634 return null;
11635
11636 // Same for going down
11637 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11638 return null;
11639
11640 List<Tri> trilist = new List<Tri>();
11641
11642 // Create our triangle list
11643 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11644 {
11645 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11646 {
11647 Tri t1 = new Tri();
11648 Tri t2 = new Tri();
11649
11650 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11651 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11652 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11653 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11654
11655 t1.p1 = p1;
11656 t1.p2 = p2;
11657 t1.p3 = p3;
11658
11659 t2.p1 = p3;
11660 t2.p2 = p4;
11661 t2.p3 = p1;
11662
11663 trilist.Add(t1);
11664 trilist.Add(t2);
11665 }
11666 }
11667
11668 // Ray direction
11669 Vector3 rayDirection = rayEnd - rayStart;
11670
11671 foreach (Tri t in trilist)
11672 {
11673 // Compute triangle plane normal and edges
11674 Vector3 u = t.p2 - t.p1;
11675 Vector3 v = t.p3 - t.p1;
11676 Vector3 n = Vector3.Cross(u, v);
11677
11678 if (n == Vector3.Zero)
11679 continue;
11680
11681 Vector3 w0 = rayStart - t.p1;
11682 double a = -Vector3.Dot(n, w0);
11683 double b = Vector3.Dot(n, rayDirection);
11684
11685 // Not intersecting the plane, or in plane (same thing)
11686 // Ignoring this MAY cause the ground to not be detected
11687 // sometimes
11688 if (Math.Abs(b) < 0.000001)
11689 continue;
11690
11691 double r = a / b;
11692
11693 // ray points away from plane
11694 if (r < 0.0)
11695 continue;
11696
11697 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11698
11699 float uu = Vector3.Dot(u, u);
11700 float uv = Vector3.Dot(u, v);
11701 float vv = Vector3.Dot(v, v);
11702 Vector3 w = ip - t.p1;
11703 float wu = Vector3.Dot(w, u);
11704 float wv = Vector3.Dot(w, v);
11705 float d = uv * uv - uu * vv;
11706
11707 float cs = (uv * wv - vv * wu) / d;
11708 if (cs < 0 || cs > 1.0)
11709 continue;
11710 float ct = (uv * wu - uu * wv) / d;
11711 if (ct < 0 || (cs + ct) > 1.0)
11712 continue;
11713
11714 // Add contact point
11715 ContactResult result = new ContactResult ();
11716 result.ConsumerID = 0;
11717 result.Depth = Vector3.Distance(rayStart, ip);
11718 result.Normal = n;
11719 result.Pos = ip;
11720
11721 contacts.Add(result);
11722 }
11723
11724 if (contacts.Count == 0)
11725 return null;
11726
11727 contacts.Sort(delegate(ContactResult a, ContactResult b)
11728 {
11729 return (int)(a.Depth - b.Depth);
11730 });
11731
11732 return contacts[0];
11733 }
11734
10627 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11735 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10628 { 11736 {
11737 LSL_List list = new LSL_List();
11738
10629 m_host.AddScriptLPS(1); 11739 m_host.AddScriptLPS(1);
10630 11740
10631 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11741 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10632 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11742 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10633 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11743 Vector3 dir = rayEnd - rayStart;
10634 11744
10635 int count = 0; 11745 float dist = Vector3.Mag(dir);
10636// int detectPhantom = 0; 11746
11747 int count = 1;
11748 bool detectPhantom = false;
10637 int dataFlags = 0; 11749 int dataFlags = 0;
10638 int rejectTypes = 0; 11750 int rejectTypes = 0;
10639 11751
10640 for (int i = 0; i < options.Length; i += 2) 11752 for (int i = 0; i < options.Length; i += 2)
10641 { 11753 {
10642 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11754 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10643 {
10644 count = options.GetLSLIntegerItem(i + 1); 11755 count = options.GetLSLIntegerItem(i + 1);
10645 } 11756 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10646// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11757 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10647// {
10648// detectPhantom = options.GetLSLIntegerItem(i + 1);
10649// }
10650 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11758 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10651 {
10652 dataFlags = options.GetLSLIntegerItem(i + 1); 11759 dataFlags = options.GetLSLIntegerItem(i + 1);
10653 }
10654 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11760 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10655 {
10656 rejectTypes = options.GetLSLIntegerItem(i + 1); 11761 rejectTypes = options.GetLSLIntegerItem(i + 1);
10657 }
10658 } 11762 }
10659 11763
10660 LSL_List list = new LSL_List(); 11764 if (count > 16)
10661 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11765 count = 16;
10662
10663 double distance = Util.GetDistanceTo(startvector, endvector);
10664 11766
10665 if (distance == 0) 11767 List<ContactResult> results = new List<ContactResult>();
10666 distance = 0.001;
10667
10668 Vector3 posToCheck = startvector;
10669 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10670 11768
10671 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11769 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10672 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11770 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10673 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11771 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10674 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11772 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10675 11773
10676 for (float i = 0; i <= distance; i += 0.1f) 11774 if (checkTerrain)
10677 { 11775 {
10678 posToCheck = startvector + (dir * (i / (float)distance)); 11776 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11777 if (groundContact != null)
11778 results.Add((ContactResult)groundContact);
11779 }
10679 11780
10680 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11781 if (checkAgents)
10681 { 11782 {
10682 ContactResult result = new ContactResult(); 11783 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10683 result.ConsumerID = 0; 11784 foreach (ContactResult r in agentHits)
10684 result.Depth = 0; 11785 results.Add(r);
10685 result.Normal = Vector3.Zero; 11786 }
10686 result.Pos = posToCheck;
10687 results.Add(result);
10688 checkTerrain = false;
10689 }
10690 11787
10691 if (checkAgents) 11788 if (checkPhysical || checkNonPhysical)
10692 { 11789 {
10693 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11790 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10694 { 11791 foreach (ContactResult r in objectHits)
10695 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11792 results.Add(r);
10696 {
10697 ContactResult result = new ContactResult ();
10698 result.ConsumerID = sp.LocalId;
10699 result.Depth = 0;
10700 result.Normal = Vector3.Zero;
10701 result.Pos = posToCheck;
10702 results.Add(result);
10703 }
10704 });
10705 }
10706 } 11793 }
10707 11794
10708 int refcount = 0; 11795 results.Sort(delegate(ContactResult a, ContactResult b)
11796 {
11797 return (int)(a.Depth - b.Depth);
11798 });
11799
11800 int values = 0;
10709 foreach (ContactResult result in results) 11801 foreach (ContactResult result in results)
10710 { 11802 {
10711 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11803 if (result.Depth > dist)
10712 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10713 continue; 11804 continue;
10714 11805
10715 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11806 UUID itemID = UUID.Zero;
11807 int linkNum = 0;
10716 11808
10717 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11809 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
10718 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11810 // It's a prim!
10719 11811 if (part != null)
10720 if (entity == null)
10721 { 11812 {
10722 list.Add(UUID.Zero); 11813 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10723 11814 itemID = part.ParentGroup.UUID;
10724 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11815 else
10725 list.Add(0); 11816 itemID = part.UUID;
10726
10727 list.Add(result.Pos);
10728
10729 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10730 list.Add(result.Normal);
10731 11817
10732 continue; //Can't find it, so add UUID.Zero 11818 linkNum = part.LinkNum;
10733 } 11819 }
10734 11820 else
10735 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10736 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10737 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10738
10739 if (entity is SceneObjectPart)
10740 { 11821 {
10741 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 11822 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10742 11823 /// It it a boy? a girl?
10743 if (pa != null && pa.IsPhysical) 11824 if (sp != null)
10744 { 11825 itemID = sp.UUID;
10745 if (!checkPhysical)
10746 continue;
10747 }
10748 else
10749 {
10750 if (!checkNonPhysical)
10751 continue;
10752 }
10753 } 11826 }
10754 11827
10755 refcount++; 11828 list.Add(new LSL_String(itemID.ToString()));
10756 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11829 list.Add(new LSL_String(result.Pos.ToString()));
10757 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10758 else
10759 list.Add(entity.UUID);
10760 11830
10761 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11831 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10762 { 11832 list.Add(new LSL_Integer(linkNum));
10763 if (entity is SceneObjectPart)
10764 list.Add(((SceneObjectPart)entity).LinkNum);
10765 else
10766 list.Add(0);
10767 }
10768 11833
10769 list.Add(result.Pos);
10770 11834
10771 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11835 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10772 list.Add(result.Normal); 11836 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11837
11838 values++;
11839 count--;
11840
11841 if (count == 0)
11842 break;
10773 } 11843 }
10774 11844
10775 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11845 list.Add(new LSL_Integer(values));
10776 11846
10777 return list; 11847 return list;
10778 } 11848 }
@@ -10812,7 +11882,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10812 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11882 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10813 if (!isAccount) return 0; 11883 if (!isAccount) return 0;
10814 if (estate.HasAccess(id)) return 1; 11884 if (estate.HasAccess(id)) return 1;
10815 if (estate.IsBanned(id)) 11885 if (estate.IsBanned(id, World.GetUserFlags(id)))
10816 estate.RemoveBan(id); 11886 estate.RemoveBan(id);
10817 estate.AddEstateUser(id); 11887 estate.AddEstateUser(id);
10818 break; 11888 break;
@@ -10831,14 +11901,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10831 break; 11901 break;
10832 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11902 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10833 if (!isAccount) return 0; 11903 if (!isAccount) return 0;
10834 if (estate.IsBanned(id)) return 1; 11904 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10835 EstateBan ban = new EstateBan(); 11905 EstateBan ban = new EstateBan();
10836 ban.EstateID = estate.EstateID; 11906 ban.EstateID = estate.EstateID;
10837 ban.BannedUserID = id; 11907 ban.BannedUserID = id;
10838 estate.AddBan(ban); 11908 estate.AddBan(ban);
10839 break; 11909 break;
10840 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11910 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10841 if (!isAccount || !estate.IsBanned(id)) return 0; 11911 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10842 estate.RemoveBan(id); 11912 estate.RemoveBan(id);
10843 break; 11913 break;
10844 default: return 0; 11914 default: return 0;
@@ -10864,22 +11934,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10864 NotImplemented("llGetSPMaxMemory"); 11934 NotImplemented("llGetSPMaxMemory");
10865 } 11935 }
10866 11936
10867 public void llGetUsedMemory() 11937 public virtual LSL_Integer llGetUsedMemory()
10868 { 11938 {
10869 m_host.AddScriptLPS(1); 11939 m_host.AddScriptLPS(1);
10870 NotImplemented("llGetUsedMemory"); 11940 NotImplemented("llGetUsedMemory");
11941 return 0;
10871 } 11942 }
10872 11943
10873 public void llScriptProfiler(LSL_Integer flags) 11944 public void llScriptProfiler(LSL_Integer flags)
10874 { 11945 {
10875 m_host.AddScriptLPS(1); 11946 m_host.AddScriptLPS(1);
10876 NotImplemented("llScriptProfiler"); 11947 //NotImplemented("llScriptProfiler");
10877 } 11948 }
10878 11949
10879 public void llSetSoundQueueing(int queue) 11950 public void llSetSoundQueueing(int queue)
10880 { 11951 {
10881 m_host.AddScriptLPS(1); 11952 m_host.AddScriptLPS(1);
10882 NotImplemented("llSetSoundQueueing");
10883 } 11953 }
10884 11954
10885 public void llCollisionSprite(string impact_sprite) 11955 public void llCollisionSprite(string impact_sprite)
@@ -10891,10 +11961,274 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10891 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11961 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10892 { 11962 {
10893 m_host.AddScriptLPS(1); 11963 m_host.AddScriptLPS(1);
10894 NotImplemented("llGodLikeRezObject"); 11964
11965 if (!World.Permissions.IsGod(m_host.OwnerID))
11966 NotImplemented("llGodLikeRezObject");
11967
11968 AssetBase rezAsset = World.AssetService.Get(inventory);
11969 if (rezAsset == null)
11970 {
11971 llSay(0, "Asset not found");
11972 return;
11973 }
11974
11975 SceneObjectGroup group = null;
11976
11977 try
11978 {
11979 string xmlData = Utils.BytesToString(rezAsset.Data);
11980 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11981 }
11982 catch
11983 {
11984 llSay(0, "Asset not found");
11985 return;
11986 }
11987
11988 if (group == null)
11989 {
11990 llSay(0, "Asset not found");
11991 return;
11992 }
11993
11994 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11995 group.RootPart.AttachOffset = group.AbsolutePosition;
11996
11997 group.ResetIDs();
11998
11999 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12000 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12001 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12002 group.ScheduleGroupForFullUpdate();
12003
12004 // objects rezzed with this method are die_at_edge by default.
12005 group.RootPart.SetDieAtEdge(true);
12006
12007 group.ResumeScripts();
12008
12009 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12010 "object_rez", new Object[] {
12011 new LSL_String(
12012 group.RootPart.UUID.ToString()) },
12013 new DetectParams[0]));
12014 }
12015
12016 public LSL_String llTransferLindenDollars(string destination, int amount)
12017 {
12018 UUID txn = UUID.Random();
12019
12020 Util.FireAndForget(delegate(object x)
12021 {
12022 int replycode = 0;
12023 string replydata = destination + "," + amount.ToString();
12024
12025 try
12026 {
12027 UUID invItemID=InventorySelf();
12028 if (invItemID == UUID.Zero)
12029 {
12030 replydata = "SERVICE_ERROR";
12031 return;
12032 }
12033
12034 m_host.AddScriptLPS(1);
12035
12036 m_host.TaskInventory.LockItemsForRead(true);
12037 TaskInventoryItem item = m_host.TaskInventory[invItemID];
12038 m_host.TaskInventory.LockItemsForRead(false);
12039
12040 if (item.PermsGranter == UUID.Zero)
12041 {
12042 replydata = "MISSING_PERMISSION_DEBIT";
12043 return;
12044 }
12045
12046 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12047 {
12048 replydata = "MISSING_PERMISSION_DEBIT";
12049 return;
12050 }
12051
12052 UUID toID = new UUID();
12053
12054 if (!UUID.TryParse(destination, out toID))
12055 {
12056 replydata = "INVALID_AGENT";
12057 return;
12058 }
12059
12060 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12061
12062 if (money == null)
12063 {
12064 replydata = "TRANSFERS_DISABLED";
12065 return;
12066 }
12067
12068 bool result = money.ObjectGiveMoney(
12069 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12070
12071 if (result)
12072 {
12073 replycode = 1;
12074 return;
12075 }
12076
12077 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12078 }
12079 finally
12080 {
12081 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
12082 "transaction_result", new Object[] {
12083 new LSL_String(txn.ToString()),
12084 new LSL_Integer(replycode),
12085 new LSL_String(replydata) },
12086 new DetectParams[0]));
12087 }
12088 });
12089
12090 return txn.ToString();
10895 } 12091 }
10896 12092
10897 #endregion 12093 #endregion
12094
12095 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12096 {
12097 SceneObjectGroup group = m_host.ParentGroup;
12098
12099 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12100 return;
12101 if (group.IsAttachment)
12102 return;
12103
12104 if (frames.Data.Length > 0) // We are getting a new motion
12105 {
12106 if (group.RootPart.KeyframeMotion != null)
12107 group.RootPart.KeyframeMotion.Stop();
12108 group.RootPart.KeyframeMotion = null;
12109
12110 int idx = 0;
12111
12112 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12113 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12114
12115 while (idx < options.Data.Length)
12116 {
12117 int option = (int)options.GetLSLIntegerItem(idx++);
12118 int remain = options.Data.Length - idx;
12119
12120 switch (option)
12121 {
12122 case ScriptBaseClass.KFM_MODE:
12123 if (remain < 1)
12124 break;
12125 int modeval = (int)options.GetLSLIntegerItem(idx++);
12126 switch(modeval)
12127 {
12128 case ScriptBaseClass.KFM_FORWARD:
12129 mode = KeyframeMotion.PlayMode.Forward;
12130 break;
12131 case ScriptBaseClass.KFM_REVERSE:
12132 mode = KeyframeMotion.PlayMode.Reverse;
12133 break;
12134 case ScriptBaseClass.KFM_LOOP:
12135 mode = KeyframeMotion.PlayMode.Loop;
12136 break;
12137 case ScriptBaseClass.KFM_PING_PONG:
12138 mode = KeyframeMotion.PlayMode.PingPong;
12139 break;
12140 }
12141 break;
12142 case ScriptBaseClass.KFM_DATA:
12143 if (remain < 1)
12144 break;
12145 int dataval = (int)options.GetLSLIntegerItem(idx++);
12146 data = (KeyframeMotion.DataFormat)dataval;
12147 break;
12148 }
12149 }
12150
12151 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12152
12153 idx = 0;
12154
12155 int elemLength = 2;
12156 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12157 elemLength = 3;
12158
12159 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12160 while (idx < frames.Data.Length)
12161 {
12162 int remain = frames.Data.Length - idx;
12163
12164 if (remain < elemLength)
12165 break;
12166
12167 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12168 frame.Position = null;
12169 frame.Rotation = null;
12170
12171 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12172 {
12173 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12174 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12175 }
12176 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12177 {
12178 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12179 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12180 }
12181
12182 float tempf = (float)frames.GetLSLFloatItem(idx++);
12183 frame.TimeMS = (int)(tempf * 1000.0f);
12184
12185 keyframes.Add(frame);
12186 }
12187
12188 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12189 group.RootPart.KeyframeMotion.Start();
12190 }
12191 else
12192 {
12193 if (group.RootPart.KeyframeMotion == null)
12194 return;
12195
12196 if (options.Data.Length == 0)
12197 {
12198 group.RootPart.KeyframeMotion.Stop();
12199 return;
12200 }
12201
12202 int code = (int)options.GetLSLIntegerItem(0);
12203
12204 int idx = 0;
12205
12206 while (idx < options.Data.Length)
12207 {
12208 int option = (int)options.GetLSLIntegerItem(idx++);
12209 int remain = options.Data.Length - idx;
12210
12211 switch (option)
12212 {
12213 case ScriptBaseClass.KFM_COMMAND:
12214 int cmd = (int)options.GetLSLIntegerItem(idx++);
12215 switch (cmd)
12216 {
12217 case ScriptBaseClass.KFM_CMD_PLAY:
12218 group.RootPart.KeyframeMotion.Start();
12219 break;
12220 case ScriptBaseClass.KFM_CMD_STOP:
12221 group.RootPart.KeyframeMotion.Stop();
12222 break;
12223 case ScriptBaseClass.KFM_CMD_PAUSE:
12224 group.RootPart.KeyframeMotion.Pause();
12225 break;
12226 }
12227 break;
12228 }
12229 }
12230 }
12231 }
10898 } 12232 }
10899 12233
10900 public class NotecardCache 12234 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 a5dcba4..0dc2aa2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
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 private void InitLSL() 221 private void InitLSL()
@@ -917,18 +926,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
917 if (target != null) 926 if (target != null)
918 { 927 {
919 UUID animID=UUID.Zero; 928 UUID animID=UUID.Zero;
920 lock (m_host.TaskInventory) 929 m_host.TaskInventory.LockItemsForRead(true);
930 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
921 { 931 {
922 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 932 if (inv.Value.Name == animation)
923 { 933 {
924 if (inv.Value.Name == animation) 934 if (inv.Value.Type == (int)AssetType.Animation)
925 { 935 animID = inv.Value.AssetID;
926 if (inv.Value.Type == (int)AssetType.Animation) 936 continue;
927 animID = inv.Value.AssetID;
928 continue;
929 }
930 } 937 }
931 } 938 }
939 m_host.TaskInventory.LockItemsForRead(false);
932 if (animID == UUID.Zero) 940 if (animID == UUID.Zero)
933 target.Animator.AddAnimation(animation, m_host.UUID); 941 target.Animator.AddAnimation(animation, m_host.UUID);
934 else 942 else
@@ -955,18 +963,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
955 if (target != null) 963 if (target != null)
956 { 964 {
957 UUID animID = UUID.Zero; 965 UUID animID = UUID.Zero;
958 lock (m_host.TaskInventory) 966 m_host.TaskInventory.LockItemsForRead(true);
967 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
959 { 968 {
960 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 969 if (inv.Value.Name == animation)
961 { 970 {
962 if (inv.Value.Name == animation) 971 if (inv.Value.Type == (int)AssetType.Animation)
963 { 972 animID = inv.Value.AssetID;
964 if (inv.Value.Type == (int)AssetType.Animation) 973 continue;
965 animID = inv.Value.AssetID;
966 continue;
967 }
968 } 974 }
969 } 975 }
976 m_host.TaskInventory.LockItemsForRead(false);
970 977
971 if (animID == UUID.Zero) 978 if (animID == UUID.Zero)
972 target.Animator.RemoveAnimation(animation); 979 target.Animator.RemoveAnimation(animation);
@@ -1798,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1798 1805
1799 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1806 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1800 { 1807 {
1808 m_host.TaskInventory.LockItemsForRead(true);
1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1809 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1802 { 1810 {
1803 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1811 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1805,6 +1813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1805 assetID = item.AssetID; 1813 assetID = item.AssetID;
1806 } 1814 }
1807 } 1815 }
1816 m_host.TaskInventory.LockItemsForRead(false);
1808 } 1817 }
1809 1818
1810 if (assetID == UUID.Zero) 1819 if (assetID == UUID.Zero)
@@ -2272,7 +2281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2272 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2281 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2273 m_host.AddScriptLPS(1); 2282 m_host.AddScriptLPS(1);
2274 2283
2275 return NpcCreate(firstname, lastname, position, notecard, false, false); 2284 return NpcCreate(firstname, lastname, position, notecard, true, false);
2276 } 2285 }
2277 2286
2278 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2287 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2283,24 +2292,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2283 return NpcCreate( 2292 return NpcCreate(
2284 firstname, lastname, position, notecard, 2293 firstname, lastname, position, notecard,
2285 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2294 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2286 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2295 false);
2296// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2287 } 2297 }
2288 2298
2289 private LSL_Key NpcCreate( 2299 private LSL_Key NpcCreate(
2290 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2300 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2291 { 2301 {
2302 if (!owned)
2303 OSSLError("Unowned NPCs are unsupported");
2304
2305 string groupTitle = String.Empty;
2306
2307 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2308 return new LSL_Key(UUID.Zero.ToString());
2309
2310 if (firstname != String.Empty || lastname != String.Empty)
2311 {
2312 if (firstname != "Shown outfit:")
2313 groupTitle = "- NPC -";
2314 }
2315
2292 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2316 INPCModule module = World.RequestModuleInterface<INPCModule>();
2293 if (module != null) 2317 if (module != null)
2294 { 2318 {
2295 AvatarAppearance appearance = null; 2319 AvatarAppearance appearance = null;
2296 2320
2297 UUID id; 2321// UUID id;
2298 if (UUID.TryParse(notecard, out id)) 2322// if (UUID.TryParse(notecard, out id))
2299 { 2323// {
2300 ScenePresence clonePresence = World.GetScenePresence(id); 2324// ScenePresence clonePresence = World.GetScenePresence(id);
2301 if (clonePresence != null) 2325// if (clonePresence != null)
2302 appearance = clonePresence.Appearance; 2326// appearance = clonePresence.Appearance;
2303 } 2327// }
2304 2328
2305 if (appearance == null) 2329 if (appearance == null)
2306 { 2330 {
@@ -2328,6 +2352,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2328 World, 2352 World,
2329 appearance); 2353 appearance);
2330 2354
2355 ScenePresence sp;
2356 if (World.TryGetScenePresence(x, out sp))
2357 {
2358 sp.Grouptitle = groupTitle;
2359 sp.SendAvatarDataToAllAgents();
2360 }
2331 return new LSL_Key(x.ToString()); 2361 return new LSL_Key(x.ToString());
2332 } 2362 }
2333 2363
@@ -2596,16 +2626,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2596 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2626 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2597 m_host.AddScriptLPS(1); 2627 m_host.AddScriptLPS(1);
2598 2628
2599 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2629 ManualResetEvent ev = new ManualResetEvent(false);
2600 if (module != null)
2601 {
2602 UUID npcId = new UUID(npc.m_string);
2603 2630
2604 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2631 Util.FireAndForget(delegate(object x) {
2605 return; 2632 try
2633 {
2634 INPCModule module = World.RequestModuleInterface<INPCModule>();
2635 if (module != null)
2636 {
2637 UUID npcId = new UUID(npc.m_string);
2606 2638
2607 module.DeleteNPC(npcId, World); 2639 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2608 } 2640 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2641 {
2642 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2643 return;
2644 }
2645
2646 module.DeleteNPC(npcId, World);
2647 }
2648 }
2649 finally
2650 {
2651 ev.Set();
2652 }
2653 });
2654 ev.WaitOne();
2609 } 2655 }
2610 2656
2611 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2657 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3050,4 +3096,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3050 return ScriptBaseClass.TRUE; 3096 return ScriptBaseClass.TRUE;
3051 } 3097 }
3052 } 3098 }
3053} \ No newline at end of file 3099}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 1c272f8..1373971 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
222 // Is the sensor type is AGENT and not SCRIPTED then include agents 222 // Is the sensor type is AGENT and not SCRIPTED then include agents
223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
224 { 224 {
225 sensedEntities.AddRange(doAgentSensor(ts)); 225 sensedEntities.AddRange(doAgentSensor(ts));
226 } 226 }
227 227
228 // If SCRIPTED or PASSIVE or ACTIVE check objects 228 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -319,13 +319,15 @@ 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.RotationOffset; 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, the sensor cone always orients with the 326 // In attachments, the sensor cone always orients with the
326 // avatar rotation. This may include a nonzero elevation if 327 // avatar rotation. This may include a nonzero elevation if
327 // in mouselook. 328 // in mouselook.
328 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 329 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
330 fromRegionPos = avatar.AbsolutePosition;
329 q = avatar.Rotation; 331 q = avatar.Rotation;
330 } 332 }
331 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 333 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -448,6 +450,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
448 // avatar rotation. This may include a nonzero elevation if 450 // avatar rotation. This may include a nonzero elevation if
449 // in mouselook. 451 // in mouselook.
450 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 452 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
453 if (avatar == null)
454 return sensedEntities;
455 fromRegionPos = avatar.AbsolutePosition;
451 q = avatar.Rotation; 456 q = avatar.Rotation;
452 } 457 }
453 458
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 0f53bc3..b976dc3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
124 LSL_Float llGetEnergy(); 124 LSL_Float llGetEnergy();
125 LSL_Vector llGetForce(); 125 LSL_Vector llGetForce();
126 LSL_Integer llGetFreeMemory(); 126 LSL_Integer llGetFreeMemory();
127 LSL_Integer llGetUsedMemory();
127 LSL_Integer llGetFreeURLs(); 128 LSL_Integer llGetFreeURLs();
128 LSL_Vector llGetGeometricCenter(); 129 LSL_Vector llGetGeometricCenter();
129 LSL_Float llGetGMTclock(); 130 LSL_Float llGetGMTclock();
@@ -203,6 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
203 void llGiveInventory(string destination, string inventory); 204 void llGiveInventory(string destination, string inventory);
204 void llGiveInventoryList(string destination, string category, LSL_List inventory); 205 void llGiveInventoryList(string destination, string category, LSL_List inventory);
205 LSL_Integer llGiveMoney(string destination, int amount); 206 LSL_Integer llGiveMoney(string destination, int amount);
207 LSL_String llTransferLindenDollars(string destination, int amount);
206 void llGodLikeRezObject(string inventory, LSL_Vector pos); 208 void llGodLikeRezObject(string inventory, LSL_Vector pos);
207 LSL_Float llGround(LSL_Vector offset); 209 LSL_Float llGround(LSL_Vector offset);
208 LSL_Vector llGroundContour(LSL_Vector offset); 210 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -348,6 +350,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
348 void llSetParcelMusicURL(string url); 350 void llSetParcelMusicURL(string url);
349 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 351 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
350 void llSetPos(LSL_Vector pos); 352 void llSetPos(LSL_Vector pos);
353 LSL_Integer llSetRegionPos(LSL_Vector pos);
351 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 354 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
352 void llSetPrimitiveParams(LSL_List rules); 355 void llSetPrimitiveParams(LSL_List rules);
353 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 356 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -396,6 +399,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
396 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 399 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
397 void llTargetRemove(int number); 400 void llTargetRemove(int number);
398 void llTeleportAgentHome(string agent); 401 void llTeleportAgentHome(string agent);
402 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
399 void llTextBox(string avatar, string message, int chat_channel); 403 void llTextBox(string avatar, string message, int chat_channel);
400 LSL_String llToLower(string source); 404 LSL_String llToLower(string source);
401 LSL_String llToUpper(string source); 405 LSL_String llToUpper(string source);
@@ -412,9 +416,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
412 LSL_Vector llWind(LSL_Vector offset); 416 LSL_Vector llWind(LSL_Vector offset);
413 LSL_String llXorBase64Strings(string str1, string str2); 417 LSL_String llXorBase64Strings(string str1, string str2);
414 LSL_String llXorBase64StringsCorrect(string str1, string str2); 418 LSL_String llXorBase64StringsCorrect(string str1, string str2);
415 void print(string str); 419 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
420 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
416 421
417 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 422 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
418 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 423 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
424 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
419 } 425 }
420} 426}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 30bd3ef..444a681 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 5a53e15..4ce3cf1 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;
@@ -568,6 +570,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
568 public const int PRIM_MEDIA_PERM_OWNER = 1; 570 public const int PRIM_MEDIA_PERM_OWNER = 1;
569 public const int PRIM_MEDIA_PERM_GROUP = 2; 571 public const int PRIM_MEDIA_PERM_GROUP = 2;
570 public const int PRIM_MEDIA_PERM_ANYONE = 4; 572 public const int PRIM_MEDIA_PERM_ANYONE = 4;
573
574 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
575 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
576 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
577 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
578
579 public const int PRIM_PHYSICS_MATERIAL = 31;
580 public const int DENSITY = 1;
581 public const int FRICTION = 2;
582 public const int RESTITUTION = 4;
583 public const int GRAVITY_MULTIPLIER = 8;
571 584
572 // extra constants for llSetPrimMediaParams 585 // extra constants for llSetPrimMediaParams
573 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 586 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -640,5 +653,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
640 public static readonly LSLInteger RCERR_UNKNOWN = -1; 653 public static readonly LSLInteger RCERR_UNKNOWN = -1;
641 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 654 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
642 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 655 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
656
657 public const int KFM_MODE = 1;
658 public const int KFM_LOOP = 1;
659 public const int KFM_REVERSE = 3;
660 public const int KFM_FORWARD = 0;
661 public const int KFM_PING_PONG = 2;
662 public const int KFM_DATA = 2;
663 public const int KFM_TRANSLATION = 2;
664 public const int KFM_ROTATION = 1;
665 public const int KFM_COMMAND = 0;
666 public const int KFM_CMD_PLAY = 0;
667 public const int KFM_CMD_STOP = 1;
668 public const int KFM_CMD_PAUSE = 2;
643 } 669 }
644} 670}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index f8e3c36..bf58d13 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -849,6 +861,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
849 return m_LSL_Functions.llGiveMoney(destination, amount); 861 return m_LSL_Functions.llGiveMoney(destination, amount);
850 } 862 }
851 863
864 public LSL_String llTransferLindenDollars(string destination, int amount)
865 {
866 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
867 }
868
852 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 869 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
853 { 870 {
854 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 871 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1563,6 +1580,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1563 m_LSL_Functions.llSetPos(pos); 1580 m_LSL_Functions.llSetPos(pos);
1564 } 1581 }
1565 1582
1583 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1584 {
1585 return m_LSL_Functions.llSetRegionPos(pos);
1586 }
1587
1566 public void llSetPrimitiveParams(LSL_List rules) 1588 public void llSetPrimitiveParams(LSL_List rules)
1567 { 1589 {
1568 m_LSL_Functions.llSetPrimitiveParams(rules); 1590 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1798,6 +1820,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1798 m_LSL_Functions.llTargetRemove(number); 1820 m_LSL_Functions.llTargetRemove(number);
1799 } 1821 }
1800 1822
1823 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1824 {
1825 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1826 }
1827
1801 public void llTeleportAgentHome(string agent) 1828 public void llTeleportAgentHome(string agent)
1802 { 1829 {
1803 m_LSL_Functions.llTeleportAgentHome(agent); 1830 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1913,9 +1940,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1913 return m_LSL_Functions.llClearLinkMedia(link, face); 1940 return m_LSL_Functions.llClearLinkMedia(link, face);
1914 } 1941 }
1915 1942
1916 public void print(string str) 1943 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1944 {
1945 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1946 }
1947
1948 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1949 {
1950 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1951 }
1952
1953 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1917 { 1954 {
1918 m_LSL_Functions.print(str); 1955 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1919 } 1956 }
1920 } 1957 }
1921} 1958}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 6e36742..ff1f277 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -218,13 +219,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
218 219
219 if (part != null) 220 if (part != null)
220 { 221 {
221 lock (part.TaskInventory) 222 part.TaskInventory.LockItemsForRead(true);
223 if (part.TaskInventory.ContainsKey(ItemID))
222 { 224 {
223 if (part.TaskInventory.ContainsKey(ItemID)) 225 ScriptTask = part.TaskInventory[ItemID];
224 {
225 ScriptTask = part.TaskInventory[ItemID];
226 }
227 } 226 }
227 part.TaskInventory.LockItemsForRead(false);
228 } 228 }
229 229
230 ApiManager am = new ApiManager(); 230 ApiManager am = new ApiManager();
@@ -416,14 +416,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
416 { 416 {
417 int permsMask; 417 int permsMask;
418 UUID permsGranter; 418 UUID permsGranter;
419 lock (part.TaskInventory) 419 part.TaskInventory.LockItemsForRead(true);
420 if (!part.TaskInventory.ContainsKey(ItemID))
420 { 421 {
421 if (!part.TaskInventory.ContainsKey(ItemID)) 422 part.TaskInventory.LockItemsForRead(false);
422 return; 423 return;
423
424 permsGranter = part.TaskInventory[ItemID].PermsGranter;
425 permsMask = part.TaskInventory[ItemID].PermsMask;
426 } 424 }
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 part.TaskInventory.LockItemsForRead(false);
427 428
428 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
429 { 430 {
@@ -551,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
551 return true; 552 return true;
552 } 553 }
553 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
554 public void SetState(string state) 556 public void SetState(string state)
555 { 557 {
556 if (state == State) 558 if (state == State)
@@ -562,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
562 new DetectParams[0])); 564 new DetectParams[0]));
563 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
564 new DetectParams[0])); 566 new DetectParams[0]));
565 567
566 throw new EventAbortException(); 568 throw new EventAbortException();
567 } 569 }
568 570
@@ -652,45 +654,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
652 /// <returns></returns> 654 /// <returns></returns>
653 public object EventProcessor() 655 public object EventProcessor()
654 { 656 {
657 EventParams data = null;
655 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 658 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
656 if (!Running) 659 if (!Running)
657 return 0; 660 return 0;
658 661
659 lock (m_Script)
660 {
661// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
662 663
663 if (Suspended) 664 if (Suspended)
664 return 0; 665 return 0;
665
666 EventParams data = null;
667 666
668 lock (EventQueue) 667 lock (EventQueue)
668 {
669 data = (EventParams) EventQueue.Dequeue();
670 if (data == null) // Shouldn't happen
669 { 671 {
670 data = (EventParams)EventQueue.Dequeue(); 672 if (EventQueue.Count > 0 && Running && !ShuttingDown)
671 if (data == null) // Shouldn't happen
672 { 673 {
673 if (EventQueue.Count > 0 && Running && !ShuttingDown) 674 m_CurrentWorkItem = Engine.QueueEventHandler(this);
674 {
675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
676 }
677 else
678 {
679 m_CurrentWorkItem = null;
680 }
681 return 0;
682 } 675 }
683 676 else
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 { 677 {
688 if (m_ControlEventsInQueue > 0) 678 m_CurrentWorkItem = null;
689 m_ControlEventsInQueue--;
690 } 679 }
691 if (data.EventName == "collision") 680 return 0;
692 m_CollisionInQueue = false;
693 } 681 }
682
683 if (data.EventName == "timer")
684 m_TimerQueued = false;
685 if (data.EventName == "control")
686 {
687 if (m_ControlEventsInQueue > 0)
688 m_ControlEventsInQueue--;
689 }
690 if (data.EventName == "collision")
691 m_CollisionInQueue = false;
692 }
693
694 lock(m_Script)
695 {
694 696
695// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 697// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
696 698
@@ -859,6 +861,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
859 new Object[0], new DetectParams[0])); 861 new Object[0], new DetectParams[0]));
860 } 862 }
861 863
864 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
862 public void ApiResetScript() 865 public void ApiResetScript()
863 { 866 {
864 // bool running = Running; 867 // bool running = Running;
@@ -890,10 +893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
890 893
891 public Dictionary<string, object> GetVars() 894 public Dictionary<string, object> GetVars()
892 { 895 {
893 if (m_Script != null) 896 return m_Script.GetVars();
894 return m_Script.GetVars();
895 else
896 return new Dictionary<string, object>();
897 } 897 }
898 898
899 public void SetVars(Dictionary<string, object> vars) 899 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 7712076..1e0f01f 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -112,6 +113,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
112 private Dictionary<UUID, IScriptInstance> m_Scripts = 113 private Dictionary<UUID, IScriptInstance> m_Scripts =
113 new Dictionary<UUID, IScriptInstance>(); 114 new Dictionary<UUID, IScriptInstance>();
114 115
116 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
117
115 // Maps the asset ID to the assembly 118 // Maps the asset ID to the assembly
116 119
117 private Dictionary<UUID, string> m_Assemblies = 120 private Dictionary<UUID, string> m_Assemblies =
@@ -134,6 +137,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
134 IWorkItemResult m_CurrentCompile = null; 137 IWorkItemResult m_CurrentCompile = null;
135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 138 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
136 139
140 private void lockScriptsForRead(bool locked)
141 {
142 if (locked)
143 {
144 if (m_scriptsLock.RecursiveReadCount > 0)
145 {
146 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
147 m_scriptsLock.ExitReadLock();
148 }
149 if (m_scriptsLock.RecursiveWriteCount > 0)
150 {
151 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
152 m_scriptsLock.ExitWriteLock();
153 }
154
155 while (!m_scriptsLock.TryEnterReadLock(60000))
156 {
157 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
158 if (m_scriptsLock.IsWriteLockHeld)
159 {
160 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
161 }
162 }
163 }
164 else
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_scriptsLock.ExitReadLock();
169 }
170 }
171 }
172 private void lockScriptsForWrite(bool locked)
173 {
174 if (locked)
175 {
176 if (m_scriptsLock.RecursiveReadCount > 0)
177 {
178 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
179 m_scriptsLock.ExitReadLock();
180 }
181 if (m_scriptsLock.RecursiveWriteCount > 0)
182 {
183 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
184 m_scriptsLock.ExitWriteLock();
185 }
186
187 while (!m_scriptsLock.TryEnterWriteLock(60000))
188 {
189 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
190 if (m_scriptsLock.IsWriteLockHeld)
191 {
192 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
193 }
194 }
195 }
196 else
197 {
198 if (m_scriptsLock.RecursiveWriteCount > 0)
199 {
200 m_scriptsLock.ExitWriteLock();
201 }
202 }
203 }
204
137 public string ScriptEngineName 205 public string ScriptEngineName
138 { 206 {
139 get { return "XEngine"; } 207 get { return "XEngine"; }
@@ -527,44 +595,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
527 { 595 {
528 if (!m_Enabled) 596 if (!m_Enabled)
529 return; 597 return;
530 598 lockScriptsForRead(true);
531 lock (m_Scripts) 599 foreach (IScriptInstance instance in m_Scripts.Values)
532 { 600 {
533 m_log.InfoFormat( 601 // Force a final state save
534 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 602 //
535 603 if (m_Assemblies.ContainsKey(instance.AssetID))
536 foreach (IScriptInstance instance in m_Scripts.Values)
537 { 604 {
538 // Force a final state save 605 string assembly = m_Assemblies[instance.AssetID];
539 // 606 instance.SaveState(assembly);
540 if (m_Assemblies.ContainsKey(instance.AssetID)) 607 }
541 {
542 string assembly = m_Assemblies[instance.AssetID];
543 instance.SaveState(assembly);
544 }
545 608
546 // Clear the event queue and abort the instance thread 609 // Clear the event queue and abort the instance thread
547 // 610 //
548 instance.ClearQueue(); 611 instance.ClearQueue();
549 instance.Stop(0); 612 instance.Stop(0);
550 613
551 // Release events, timer, etc 614 // Release events, timer, etc
552 // 615 //
553 instance.DestroyScriptInstance(); 616 instance.DestroyScriptInstance();
554 617
555 // Unload scripts and app domains. 618 // Unload scripts and app domains
556 // Must be done explicitly because they have infinite 619 // Must be done explicitly because they have infinite
557 // lifetime. 620 // lifetime
558 // However, don't bother to do this if the simulator is shutting 621 //
559 // down since it takes a long time with many scripts. 622 if (!m_SimulatorShuttingDown)
560 if (!m_SimulatorShuttingDown) 623 {
624 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
625 if (m_DomainScripts[instance.AppDomain].Count == 0)
561 { 626 {
562 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 627 m_DomainScripts.Remove(instance.AppDomain);
563 if (m_DomainScripts[instance.AppDomain].Count == 0) 628 UnloadAppDomain(instance.AppDomain);
564 {
565 m_DomainScripts.Remove(instance.AppDomain);
566 UnloadAppDomain(instance.AppDomain);
567 }
568 } 629 }
569 } 630 }
570 631
@@ -573,6 +634,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
573 m_Assemblies.Clear(); 634 m_Assemblies.Clear();
574 m_DomainScripts.Clear(); 635 m_DomainScripts.Clear();
575 } 636 }
637 lockScriptsForRead(false);
638 lockScriptsForWrite(true);
639 m_Scripts.Clear();
640 lockScriptsForWrite(false);
641 m_PrimObjects.Clear();
642 m_Assemblies.Clear();
643 m_DomainScripts.Clear();
644
576 lock (m_ScriptEngines) 645 lock (m_ScriptEngines)
577 { 646 {
578 m_ScriptEngines.Remove(this); 647 m_ScriptEngines.Remove(this);
@@ -637,22 +706,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
637 706
638 List<IScriptInstance> instances = new List<IScriptInstance>(); 707 List<IScriptInstance> instances = new List<IScriptInstance>();
639 708
640 lock (m_Scripts) 709 lockScriptsForRead(true);
641 { 710 foreach (IScriptInstance instance in m_Scripts.Values)
642 foreach (IScriptInstance instance in m_Scripts.Values)
643 instances.Add(instance); 711 instances.Add(instance);
644 } 712 lockScriptsForRead(false);
645 713
646 foreach (IScriptInstance i in instances) 714 foreach (IScriptInstance i in instances)
647 { 715 {
648 string assembly = String.Empty; 716 string assembly = String.Empty;
649 717
650 lock (m_Scripts) 718
651 {
652 if (!m_Assemblies.ContainsKey(i.AssetID)) 719 if (!m_Assemblies.ContainsKey(i.AssetID))
653 continue; 720 continue;
654 assembly = m_Assemblies[i.AssetID]; 721 assembly = m_Assemblies[i.AssetID];
655 } 722
656 723
657 i.SaveState(assembly); 724 i.SaveState(assembly);
658 } 725 }
@@ -996,91 +1063,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
996 } 1063 }
997 1064
998 ScriptInstance instance = null; 1065 ScriptInstance instance = null;
999 lock (m_Scripts) 1066 // Create the object record
1067 lockScriptsForRead(true);
1068 if ((!m_Scripts.ContainsKey(itemID)) ||
1069 (m_Scripts[itemID].AssetID != assetID))
1000 { 1070 {
1001 // Create the object record 1071 lockScriptsForRead(false);
1002 if ((!m_Scripts.ContainsKey(itemID)) ||
1003 (m_Scripts[itemID].AssetID != assetID))
1004 {
1005 UUID appDomain = assetID;
1006 1072
1007 if (part.ParentGroup.IsAttachment) 1073 UUID appDomain = assetID;
1008 appDomain = part.ParentGroup.RootPart.UUID;
1009 1074
1010 if (!m_AppDomains.ContainsKey(appDomain)) 1075 if (part.ParentGroup.IsAttachment)
1011 { 1076 appDomain = part.ParentGroup.RootPart.UUID;
1012 try
1013 {
1014 AppDomainSetup appSetup = new AppDomainSetup();
1015 appSetup.PrivateBinPath = Path.Combine(
1016 m_ScriptEnginesPath,
1017 m_Scene.RegionInfo.RegionID.ToString());
1018
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1020 Evidence evidence = new Evidence(baseEvidence);
1021
1022 AppDomain sandbox;
1023 if (m_AppDomainLoading)
1024 sandbox = AppDomain.CreateDomain(
1025 m_Scene.RegionInfo.RegionID.ToString(),
1026 evidence, appSetup);
1027 else
1028 sandbox = AppDomain.CurrentDomain;
1029
1030 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1031 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1032 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1033 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1034 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1035 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1036 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1037
1038 m_AppDomains[appDomain] = sandbox;
1039 1077
1040 m_AppDomains[appDomain].AssemblyResolve += 1078 if (!m_AppDomains.ContainsKey(appDomain))
1041 new ResolveEventHandler( 1079 {
1042 AssemblyResolver.OnAssemblyResolve); 1080 try
1043 m_DomainScripts[appDomain] = new List<UUID>(); 1081 {
1044 } 1082 AppDomainSetup appSetup = new AppDomainSetup();
1045 catch (Exception e) 1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1086
1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1088 Evidence evidence = new Evidence(baseEvidence);
1089
1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 sandbox = AppDomain.CreateDomain(
1093 m_Scene.RegionInfo.RegionID.ToString(),
1094 evidence, appSetup);
1095 else
1096 sandbox = AppDomain.CurrentDomain;
1097
1098 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1099 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1100 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1101 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1102 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1103 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1104 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1105
1106 m_AppDomains[appDomain] = sandbox;
1107
1108 m_AppDomains[appDomain].AssemblyResolve +=
1109 new ResolveEventHandler(
1110 AssemblyResolver.OnAssemblyResolve);
1111 m_DomainScripts[appDomain] = new List<UUID>();
1112 }
1113 catch (Exception e)
1114 {
1115 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1116 m_ScriptErrorMessage += "Exception creating app domain:\n";
1117 m_ScriptFailCount++;
1118 lock (m_AddingAssemblies)
1046 { 1119 {
1047 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1120 m_AddingAssemblies[assembly]--;
1048 m_ScriptErrorMessage += "Exception creating app domain:\n";
1049 m_ScriptFailCount++;
1050 lock (m_AddingAssemblies)
1051 {
1052 m_AddingAssemblies[assembly]--;
1053 }
1054 return false;
1055 } 1121 }
1122 return false;
1056 } 1123 }
1057 m_DomainScripts[appDomain].Add(itemID); 1124 }
1058 1125 m_DomainScripts[appDomain].Add(itemID);
1059 instance = new ScriptInstance(this, part, 1126
1060 itemID, assetID, assembly, 1127 instance = new ScriptInstance(this, part,
1061 m_AppDomains[appDomain], 1128 itemID, assetID, assembly,
1062 part.ParentGroup.RootPart.Name, 1129 m_AppDomains[appDomain],
1063 item.Name, startParam, postOnRez, 1130 part.ParentGroup.RootPart.Name,
1064 stateSource, m_MaxScriptQueue); 1131 item.Name, startParam, postOnRez,
1065 1132 stateSource, m_MaxScriptQueue);
1066 m_log.DebugFormat( 1133
1067 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1134 m_log.DebugFormat(
1068 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1135 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1136 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1069 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1137 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1070 1138
1071 if (presence != null) 1139 if (presence != null)
1072 { 1140 {
1073 ShowScriptSaveResponse(item.OwnerID, 1141 ShowScriptSaveResponse(item.OwnerID,
1074 assetID, "Compile successful", true); 1142 assetID, "Compile successful", true);
1075 }
1076
1077 instance.AppDomain = appDomain;
1078 instance.LineMap = linemap;
1079
1080 m_Scripts[itemID] = instance;
1081 } 1143 }
1082 }
1083 1144
1145 instance.AppDomain = appDomain;
1146 instance.LineMap = linemap;
1147 lockScriptsForWrite(true);
1148 m_Scripts[itemID] = instance;
1149 lockScriptsForWrite(false);
1150 }
1151 else
1152 {
1153 lockScriptsForRead(false);
1154 }
1084 lock (m_PrimObjects) 1155 lock (m_PrimObjects)
1085 { 1156 {
1086 if (!m_PrimObjects.ContainsKey(localID)) 1157 if (!m_PrimObjects.ContainsKey(localID))
@@ -1098,9 +1169,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1098 m_AddingAssemblies[assembly]--; 1169 m_AddingAssemblies[assembly]--;
1099 } 1170 }
1100 1171
1101 if (instance != null) 1172 if (instance!=null)
1102 instance.Init(); 1173 instance.Init();
1103 1174
1104 return true; 1175 return true;
1105 } 1176 }
1106 1177
@@ -1113,18 +1184,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1113 m_CompileDict.Remove(itemID); 1184 m_CompileDict.Remove(itemID);
1114 } 1185 }
1115 1186
1116 IScriptInstance instance = null; 1187 lockScriptsForRead(true);
1117 1188 // Do we even have it?
1118 lock (m_Scripts) 1189 if (!m_Scripts.ContainsKey(itemID))
1119 { 1190 {
1120 // Do we even have it? 1191 // Do we even have it?
1121 if (!m_Scripts.ContainsKey(itemID)) 1192 if (!m_Scripts.ContainsKey(itemID))
1122 return; 1193 return;
1123 1194
1124 instance = m_Scripts[itemID]; 1195 lockScriptsForRead(false);
1196 lockScriptsForWrite(true);
1125 m_Scripts.Remove(itemID); 1197 m_Scripts.Remove(itemID);
1198 lockScriptsForWrite(false);
1199
1200 return;
1126 } 1201 }
1202
1127 1203
1204 IScriptInstance instance=m_Scripts[itemID];
1205 lockScriptsForRead(false);
1206 lockScriptsForWrite(true);
1207 m_Scripts.Remove(itemID);
1208 lockScriptsForWrite(false);
1128 instance.ClearQueue(); 1209 instance.ClearQueue();
1129 1210
1130 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1211 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1163,8 +1244,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1163 1244
1164 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1245 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1165 if (handlerObjectRemoved != null) 1246 if (handlerObjectRemoved != null)
1166 handlerObjectRemoved(instance.ObjectID); 1247 {
1248 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1249 handlerObjectRemoved(part.UUID);
1250 }
1167 1251
1252 CleanAssemblies();
1253
1168 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1254 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1169 if (handlerScriptRemoved != null) 1255 if (handlerScriptRemoved != null)
1170 handlerScriptRemoved(itemID); 1256 handlerScriptRemoved(itemID);
@@ -1306,7 +1392,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1306 return false; 1392 return false;
1307 1393
1308 uuids = m_PrimObjects[localID]; 1394 uuids = m_PrimObjects[localID];
1309 } 1395
1310 1396
1311 foreach (UUID itemID in uuids) 1397 foreach (UUID itemID in uuids)
1312 { 1398 {
@@ -1324,6 +1410,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1324 result = true; 1410 result = true;
1325 } 1411 }
1326 } 1412 }
1413 }
1327 1414
1328 return result; 1415 return result;
1329 } 1416 }
@@ -1425,12 +1512,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1425 private IScriptInstance GetInstance(UUID itemID) 1512 private IScriptInstance GetInstance(UUID itemID)
1426 { 1513 {
1427 IScriptInstance instance; 1514 IScriptInstance instance;
1428 lock (m_Scripts) 1515 lockScriptsForRead(true);
1516 if (!m_Scripts.ContainsKey(itemID))
1429 { 1517 {
1430 if (!m_Scripts.ContainsKey(itemID)) 1518 lockScriptsForRead(false);
1431 return null; 1519 return null;
1432 instance = m_Scripts[itemID];
1433 } 1520 }
1521 instance = m_Scripts[itemID];
1522 lockScriptsForRead(false);
1434 return instance; 1523 return instance;
1435 } 1524 }
1436 1525
@@ -1454,6 +1543,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1454 return false; 1543 return false;
1455 } 1544 }
1456 1545
1546 [DebuggerNonUserCode]
1457 public void ApiResetScript(UUID itemID) 1547 public void ApiResetScript(UUID itemID)
1458 { 1548 {
1459 IScriptInstance instance = GetInstance(itemID); 1549 IScriptInstance instance = GetInstance(itemID);
@@ -1505,6 +1595,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1505 return UUID.Zero; 1595 return UUID.Zero;
1506 } 1596 }
1507 1597
1598 [DebuggerNonUserCode]
1508 public void SetState(UUID itemID, string newState) 1599 public void SetState(UUID itemID, string newState)
1509 { 1600 {
1510 IScriptInstance instance = GetInstance(itemID); 1601 IScriptInstance instance = GetInstance(itemID);
@@ -1527,11 +1618,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1527 1618
1528 List<IScriptInstance> instances = new List<IScriptInstance>(); 1619 List<IScriptInstance> instances = new List<IScriptInstance>();
1529 1620
1530 lock (m_Scripts) 1621 lockScriptsForRead(true);
1531 { 1622 foreach (IScriptInstance instance in m_Scripts.Values)
1532 foreach (IScriptInstance instance in m_Scripts.Values)
1533 instances.Add(instance); 1623 instances.Add(instance);
1534 } 1624 lockScriptsForRead(false);
1535 1625
1536 foreach (IScriptInstance i in instances) 1626 foreach (IScriptInstance i in instances)
1537 { 1627 {
@@ -1969,5 +2059,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1969// else 2059// else
1970// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2060// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1971 } 2061 }
2062
2063 public bool HasScript(UUID itemID, out bool running)
2064 {
2065 running = true;
2066
2067 IScriptInstance instance = GetInstance(itemID);
2068 if (instance == null)
2069 return false;
2070
2071 running = instance.Running;
2072 return true;
2073 }
1972 } 2074 }
1973} \ No newline at end of file 2075}