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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.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.cs1158
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs9
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs184
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs104
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs171
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs209
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs129
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs159
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs83
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs328
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs63
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs695
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs480
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs268
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1353
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1639
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs571
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs30
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs16
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs22
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs47
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs75
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs28
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1470
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1083
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4074
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs603
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2005
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2835
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3002
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs102
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs9
-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.cs46
-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.cs86
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
148 files changed, 40495 insertions, 4193 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 9c38ebe..591259b 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -484,7 +484,7 @@ namespace OpenSim
484 if (alert != null) 484 if (alert != null)
485 presence.ControllingClient.Kick(alert); 485 presence.ControllingClient.Kick(alert);
486 else 486 else
487 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 487 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
488 488
489 presence.Scene.IncomingCloseAgent(presence.UUID); 489 presence.Scene.IncomingCloseAgent(presence.UUID);
490 } 490 }
@@ -1227,7 +1227,7 @@ namespace OpenSim
1227 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1227 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1228 } 1228 }
1229 } 1229 }
1230 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1230 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1231 } 1231 }
1232 else 1232 else
1233 { 1233 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 3271555..76ac246 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -201,6 +205,11 @@ namespace OpenSim
201 CreatePIDFile(pidFile); 205 CreatePIDFile(pidFile);
202 206
203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 207 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
208
209 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
210
211 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
212 m_permsModules = new List<string>(permissionModules.Split(','));
204 } 213 }
205 214
206 // Load the simulation data service 215 // Load the simulation data service
@@ -229,6 +238,12 @@ namespace OpenSim
229 m_moduleLoader = new ModuleLoader(m_config.Source); 238 m_moduleLoader = new ModuleLoader(m_config.Source);
230 239
231 LoadPlugins(); 240 LoadPlugins();
241
242 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
243 {
244 Environment.Exit(1);
245 }
246
232 foreach (IApplicationPlugin plugin in m_plugins) 247 foreach (IApplicationPlugin plugin in m_plugins)
233 { 248 {
234 plugin.PostInitialise(); 249 plugin.PostInitialise();
@@ -379,7 +394,41 @@ namespace OpenSim
379 } 394 }
380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 395 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
381 396
397 if (m_securePermissionsLoading)
398 {
399 foreach (string s in m_permsModules)
400 {
401 if (!scene.RegionModules.ContainsKey(s))
402 {
403 bool found = false;
404 foreach (IRegionModule m in modules)
405 {
406 if (m.Name == s)
407 {
408 found = true;
409 }
410 }
411 if (!found)
412 {
413 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
414 Environment.Exit(0);
415 }
416 }
417 }
418 }
419
382 scene.SetModuleInterfaces(); 420 scene.SetModuleInterfaces();
421// First Step of bootreport sequence
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.ColdStart(1,scene);
425 scene.SnmpService.LinkDown(scene);
426 }
427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.BootInfo("Loading prins", scene);
431 }
383 432
384 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 433 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
385 SetUpEstateOwner(scene); 434 SetUpEstateOwner(scene);
@@ -393,6 +442,11 @@ namespace OpenSim
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
395 444
445 if (scene.SnmpService != null)
446 {
447 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
448 }
449
396 try 450 try
397 { 451 {
398 scene.RegisterRegionWithGrid(); 452 scene.RegisterRegionWithGrid();
@@ -403,15 +457,29 @@ namespace OpenSim
403 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 457 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
404 e.Message, e.StackTrace); 458 e.Message, e.StackTrace);
405 459
460 if (scene.SnmpService != null)
461 {
462 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
463 }
406 // Carrying on now causes a lot of confusion down the 464 // Carrying on now causes a lot of confusion down the
407 // line - we need to get the user's attention 465 // line - we need to get the user's attention
408 Environment.Exit(1); 466 Environment.Exit(1);
409 } 467 }
410 468
469 if (scene.SnmpService != null)
470 {
471 scene.SnmpService.BootInfo("Grid Registration done", scene);
472 }
473
411 // We need to do this after we've initialized the 474 // We need to do this after we've initialized the
412 // scripting engines. 475 // scripting engines.
413 scene.CreateScriptInstances(); 476 scene.CreateScriptInstances();
414 477
478 if (scene.SnmpService != null)
479 {
480 scene.SnmpService.BootInfo("ScriptEngine started", scene);
481 }
482
415 m_sceneManager.Add(scene); 483 m_sceneManager.Add(scene);
416 484
417 if (m_autoCreateClientStack) 485 if (m_autoCreateClientStack)
@@ -420,6 +488,10 @@ namespace OpenSim
420 clientServer.Start(); 488 clientServer.Start();
421 } 489 }
422 490
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("Initializing region modules", scene);
494 }
423 if (do_post_init) 495 if (do_post_init)
424 { 496 {
425 foreach (IRegionModule module in modules) 497 foreach (IRegionModule module in modules)
@@ -431,6 +503,12 @@ namespace OpenSim
431 503
432 mscene = scene; 504 mscene = scene;
433 505
506 if (scene.SnmpService != null)
507 {
508 scene.SnmpService.BootInfo("The region is operational", scene);
509 scene.SnmpService.LinkUp(scene);
510 }
511
434 scene.Start(); 512 scene.Start();
435 513
436 scene.StartScripts(); 514 scene.StartScripts();
@@ -550,6 +628,11 @@ namespace OpenSim
550 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
551 { 629 {
552 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 630 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
631 if (scene.SnmpService != null)
632 {
633 scene.SnmpService.BootInfo("The region is shutting down", scene);
634 scene.SnmpService.LinkDown(scene);
635 }
553 IRegionModulesController controller; 636 IRegionModulesController controller;
554 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
555 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 6c28e78..d397893 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -96,7 +96,10 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 96 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 97 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
99 99 private static readonly string m_getObjectPhysicsDataPath = "0101/";
100 private static readonly string m_getObjectCostPath = "0102/";
101 private static readonly string m_ResourceCostSelectedPath = "0103/";
102
100 103
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 104 // These are callbacks which will be setup by the scene so that we can update scene data when we
102 // receive capability calls 105 // receive capability calls
@@ -199,6 +202,14 @@ namespace OpenSim.Region.ClientStack.Linden
199 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 202 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
200 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 203 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
201 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 204 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
205 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
206 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
207 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
208 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
209 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
210 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
211
212
202 213
203 m_HostCapsObj.RegisterHandler( 214 m_HostCapsObj.RegisterHandler(
204 "CopyInventoryFromNotecard", 215 "CopyInventoryFromNotecard",
@@ -849,6 +860,151 @@ namespace OpenSim.Region.ClientStack.Linden
849 response["int_response_code"] = 200; 860 response["int_response_code"] = 200;
850 return LLSDHelpers.SerialiseLLSDReply(response); 861 return LLSDHelpers.SerialiseLLSDReply(response);
851 } 862 }
863
864 public string GetObjectPhysicsData(string request, string path,
865 string param, IOSHttpRequest httpRequest,
866 IOSHttpResponse httpResponse)
867 {
868 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
869 OSDMap resp = new OSDMap();
870 OSDArray object_ids = (OSDArray)req["object_ids"];
871
872 for (int i = 0 ; i < object_ids.Count ; i++)
873 {
874 UUID uuid = object_ids[i].AsUUID();
875
876 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
877 if (obj != null)
878 {
879 OSDMap object_data = new OSDMap();
880
881 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
882 object_data["Density"] = obj.Density;
883 object_data["Friction"] = obj.Friction;
884 object_data["Restitution"] = obj.Bounciness;
885 object_data["GravityMultiplier"] = obj.GravityModifier;
886
887 resp[uuid.ToString()] = object_data;
888 }
889 }
890
891 string response = OSDParser.SerializeLLSDXmlString(resp);
892 return response;
893 }
894
895 public string GetObjectCost(string request, string path,
896 string param, IOSHttpRequest httpRequest,
897 IOSHttpResponse httpResponse)
898 {
899 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
900 OSDMap resp = new OSDMap();
901
902 OSDArray object_ids = (OSDArray)req["object_ids"];
903
904 for (int i = 0; i < object_ids.Count; i++)
905 {
906 UUID uuid = object_ids[i].AsUUID();
907
908 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
909
910 if (part != null)
911 {
912 SceneObjectGroup grp = part.ParentGroup;
913 if (grp != null)
914 {
915 float linksetCost;
916 float linksetPhysCost;
917 float partCost;
918 float partPhysCost;
919
920 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
921
922 OSDMap object_data = new OSDMap();
923 object_data["linked_set_resource_cost"] = linksetCost;
924 object_data["resource_cost"] = partCost;
925 object_data["physics_cost"] = partPhysCost;
926 object_data["linked_set_physics_cost"] = linksetPhysCost;
927
928 resp[uuid.ToString()] = object_data;
929 }
930 }
931 }
932
933 string response = OSDParser.SerializeLLSDXmlString(resp);
934 return response;
935 }
936
937 public string ResourceCostSelected(string request, string path,
938 string param, IOSHttpRequest httpRequest,
939 IOSHttpResponse httpResponse)
940 {
941 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
942 OSDMap resp = new OSDMap();
943
944
945 float phys=0;
946 float stream=0;
947 float simul=0;
948
949 if (req.ContainsKey("selected_roots"))
950 {
951 OSDArray object_ids = (OSDArray)req["selected_roots"];
952
953 // should go by SOG suming costs for all parts
954 // ll v3 works ok with several objects select we get the list and adds ok
955 // FS calls per object so results are wrong guess fs bug
956 for (int i = 0; i < object_ids.Count; i++)
957 {
958 UUID uuid = object_ids[i].AsUUID();
959 float Physc;
960 float simulc;
961 float streamc;
962
963 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
964 if (grp != null)
965 {
966 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
967 phys += Physc;
968 stream += streamc;
969 simul += simulc;
970 }
971 }
972 }
973 else if (req.ContainsKey("selected_prims"))
974 {
975 OSDArray object_ids = (OSDArray)req["selected_prims"];
976
977 // don't see in use in any of the 2 viewers
978 // guess it should be for edit linked but... nothing
979 // should go to SOP per part
980 for (int i = 0; i < object_ids.Count; i++)
981 {
982 UUID uuid = object_ids[i].AsUUID();
983
984 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
985 if (part != null)
986 {
987 phys += part.PhysicsCost;
988 stream += part.StreamingCost;
989 simul += part.SimulationCost;
990 }
991 }
992 }
993
994 if (simul != 0)
995 {
996 OSDMap object_data = new OSDMap();
997
998 object_data["physics"] = phys;
999 object_data["streaming"] = stream;
1000 object_data["simulation"] = simul;
1001
1002 resp["selected"] = object_data;
1003 }
1004
1005 string response = OSDParser.SerializeLLSDXmlString(resp);
1006 return response;
1007 }
852 } 1008 }
853 1009
854 public class AssetUploader 1010 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index ae759ca..01ce194 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -831,5 +831,13 @@ namespace OpenSim.Region.ClientStack.Linden
831 { 831 {
832 return EventQueueHelper.BuildEvent(eventName, eventBody); 832 return EventQueueHelper.BuildEvent(eventName, eventBody);
833 } 833 }
834
835 public void partPhysicsProperties(uint localID, byte physhapetype,
836 float density, float friction, float bounce, float gravmod,UUID avatarID)
837 {
838 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
839 density, friction, bounce, gravmod);
840 Enqueue(item, avatarID);
841 }
834 } 842 }
835} 843}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 74b9c6d..18d8045 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
98 public event AvatarPickerRequest OnAvatarPickerRequest; 98 public event AvatarPickerRequest OnAvatarPickerRequest;
99 public event StartAnim OnStartAnim; 99 public event StartAnim OnStartAnim;
100 public event StopAnim OnStopAnim; 100 public event StopAnim OnStopAnim;
101 public event ChangeAnim OnChangeAnim;
101 public event Action<IClientAPI> OnRequestAvatarsData; 102 public event Action<IClientAPI> OnRequestAvatarsData;
102 public event LinkObjects OnLinkObjects; 103 public event LinkObjects OnLinkObjects;
103 public event DelinkObjects OnDelinkObjects; 104 public event DelinkObjects OnDelinkObjects;
@@ -125,6 +126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 127 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 128 public event UpdatePrimTexture OnUpdatePrimTexture;
129 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 130 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 131 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 132 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 160 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 161 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 162 public event CopyInventoryItem OnCopyInventoryItem;
163 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 164 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 165 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 166 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +259,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 259 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 260 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 261 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 262 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 263 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 264 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 265 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 290 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 291 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 292 public event SendPostcard OnSendPostcard;
293 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 294 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 295 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 296 public event GodlikeMessage onGodlikeMessage;
@@ -325,6 +329,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
325 private Prioritizer m_prioritizer; 329 private Prioritizer m_prioritizer;
326 private bool m_disableFacelights = false; 330 private bool m_disableFacelights = false;
327 331
332 private const uint MaxTransferBytesPerPacket = 600;
333
334
328 /// <value> 335 /// <value>
329 /// List used in construction of data blocks for an object update packet. This is to stop us having to 336 /// List used in construction of data blocks for an object update packet. This is to stop us having to
330 /// continually recreate it. 337 /// continually recreate it.
@@ -336,14 +343,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 343 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 344 /// ownerless phantom.
338 /// 345 ///
339 /// All manipulation of this set has to occur under a lock 346 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 347 ///
341 /// </value> 348 /// </value>
342 protected HashSet<uint> m_killRecord; 349// protected HashSet<uint> m_killRecord;
343 350
344// protected HashSet<uint> m_attachmentsSent; 351// protected HashSet<uint> m_attachmentsSent;
345 352
346 private int m_moneyBalance; 353 private int m_moneyBalance;
354 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 355 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 356 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 357 private AgentUpdateArgs lastarg;
@@ -383,6 +391,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 391 get { return m_startpos; }
384 set { m_startpos = value; } 392 set { m_startpos = value; }
385 } 393 }
394 public bool DeliverPackets
395 {
396 get { return m_deliverPackets; }
397 set {
398 m_deliverPackets = value;
399 m_udpClient.m_deliverPackets = value;
400 }
401 }
386 public UUID AgentId { get { return m_agentId; } } 402 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 403 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 404 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -456,7 +472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
456 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); 472 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
457 m_entityProps = new PriorityQueue(m_scene.Entities.Count); 473 m_entityProps = new PriorityQueue(m_scene.Entities.Count);
458 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>(); 474 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
459 m_killRecord = new HashSet<uint>(); 475// m_killRecord = new HashSet<uint>();
460// m_attachmentsSent = new HashSet<uint>(); 476// m_attachmentsSent = new HashSet<uint>();
461 477
462 m_assetService = m_scene.RequestModuleInterface<IAssetService>(); 478 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
@@ -485,15 +501,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 501
486 #region Client Methods 502 #region Client Methods
487 503
504
488 /// <summary> 505 /// <summary>
489 /// Shut down the client view 506 /// Shut down the client view
490 /// </summary> 507 /// </summary>
491 public void Close() 508 public void Close()
492 { 509 {
510 Close(true);
511 }
512
513 /// <summary>
514 /// Shut down the client view
515 /// </summary>
516 public void Close(bool sendStop)
517 {
493 m_log.DebugFormat( 518 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 519 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 520 Name, m_scene.RegionInfo.RegionName);
496 521
522 if (sendStop)
523 {
524 // Send the STOP packet
525 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
526 OutPacket(disable, ThrottleOutPacketType.Unknown);
527 }
528
497 IsActive = false; 529 IsActive = false;
498 530
499 // Shutdown the image manager 531 // Shutdown the image manager
@@ -792,7 +824,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
792 reply.ChatData.OwnerID = fromAgentID; 824 reply.ChatData.OwnerID = fromAgentID;
793 reply.ChatData.SourceID = fromAgentID; 825 reply.ChatData.SourceID = fromAgentID;
794 826
795 OutPacket(reply, ThrottleOutPacketType.Task); 827 OutPacket(reply, ThrottleOutPacketType.Unknown);
796 } 828 }
797 829
798 /// <summary> 830 /// <summary>
@@ -1078,6 +1110,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1078 public virtual void SendLayerData(float[] map) 1110 public virtual void SendLayerData(float[] map)
1079 { 1111 {
1080 Util.FireAndForget(DoSendLayerData, map); 1112 Util.FireAndForget(DoSendLayerData, map);
1113
1114 // Send it sync, and async. It's not that much data
1115 // and it improves user experience just so much!
1116 DoSendLayerData(map);
1081 } 1117 }
1082 1118
1083 /// <summary> 1119 /// <summary>
@@ -1090,16 +1126,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1090 1126
1091 try 1127 try
1092 { 1128 {
1093 //for (int y = 0; y < 16; y++) 1129 for (int y = 0; y < 16; y++)
1094 //{ 1130 {
1095 // for (int x = 0; x < 16; x++) 1131 for (int x = 0; x < 16; x+=4)
1096 // { 1132 {
1097 // SendLayerData(x, y, map); 1133 SendLayerPacket(x, y, map);
1098 // } 1134 }
1099 //} 1135 }
1100
1101 // Send LayerData in a spiral pattern. Fun!
1102 SendLayerTopRight(map, 0, 0, 15, 15);
1103 } 1136 }
1104 catch (Exception e) 1137 catch (Exception e)
1105 { 1138 {
@@ -1107,51 +1140,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1107 } 1140 }
1108 } 1141 }
1109 1142
1110 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1111 {
1112 // Row
1113 for (int i = x1; i <= x2; i++)
1114 SendLayerData(i, y1, map);
1115
1116 // Column
1117 for (int j = y1 + 1; j <= y2; j++)
1118 SendLayerData(x2, j, map);
1119
1120 if (x2 - x1 > 0)
1121 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1122 }
1123
1124 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1125 {
1126 // Row in reverse
1127 for (int i = x2; i >= x1; i--)
1128 SendLayerData(i, y2, map);
1129
1130 // Column in reverse
1131 for (int j = y2 - 1; j >= y1; j--)
1132 SendLayerData(x1, j, map);
1133
1134 if (x2 - x1 > 0)
1135 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1136 }
1137
1138 /// <summary> 1143 /// <summary>
1139 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1144 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1140 /// </summary> 1145 /// </summary>
1141 /// <param name="map">heightmap</param> 1146 /// <param name="map">heightmap</param>
1142 /// <param name="px">X coordinate for patches 0..12</param> 1147 /// <param name="px">X coordinate for patches 0..12</param>
1143 /// <param name="py">Y coordinate for patches 0..15</param> 1148 /// <param name="py">Y coordinate for patches 0..15</param>
1144 // private void SendLayerPacket(float[] map, int y, int x) 1149 private void SendLayerPacket(int x, int y, float[] map)
1145 // { 1150 {
1146 // int[] patches = new int[4]; 1151 int[] patches = new int[4];
1147 // patches[0] = x + 0 + y * 16; 1152 patches[0] = x + 0 + y * 16;
1148 // patches[1] = x + 1 + y * 16; 1153 patches[1] = x + 1 + y * 16;
1149 // patches[2] = x + 2 + y * 16; 1154 patches[2] = x + 2 + y * 16;
1150 // patches[3] = x + 3 + y * 16; 1155 patches[3] = x + 3 + y * 16;
1151 1156
1152 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1157 float[] heightmap = (map.Length == 65536) ?
1153 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1158 map :
1154 // } 1159 LLHeightFieldMoronize(map);
1160
1161 try
1162 {
1163 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1164 OutPacket(layerpack, ThrottleOutPacketType.Land);
1165 }
1166 catch
1167 {
1168 for (int px = x ; px < x + 4 ; px++)
1169 SendLayerData(px, y, map);
1170 }
1171 }
1155 1172
1156 /// <summary> 1173 /// <summary>
1157 /// Sends a specified patch to a client 1174 /// Sends a specified patch to a client
@@ -1171,7 +1188,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1171 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1188 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1172 layerpack.Header.Reliable = true; 1189 layerpack.Header.Reliable = true;
1173 1190
1174 OutPacket(layerpack, ThrottleOutPacketType.Land); 1191 OutPacket(layerpack, ThrottleOutPacketType.Task);
1175 } 1192 }
1176 catch (Exception e) 1193 catch (Exception e)
1177 { 1194 {
@@ -1534,7 +1551,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1534 1551
1535 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1552 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1536 { 1553 {
1537// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1554// foreach (uint id in localIDs)
1555// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1538 1556
1539 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1557 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1540 // TODO: don't create new blocks if recycling an old packet 1558 // TODO: don't create new blocks if recycling an old packet
@@ -1556,17 +1574,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1556 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race 1574 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1557 // condition where a kill can be processed before an out-of-date update for the same object. 1575 // condition where a kill can be processed before an out-of-date update for the same object.
1558 // ProcessEntityUpdates() also takes the m_killRecord lock. 1576 // ProcessEntityUpdates() also takes the m_killRecord lock.
1559 lock (m_killRecord) 1577// lock (m_killRecord)
1560 { 1578// {
1561 foreach (uint localID in localIDs) 1579// foreach (uint localID in localIDs)
1562 m_killRecord.Add(localID); 1580// m_killRecord.Add(localID);
1563 1581
1564 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1582 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1565 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1583 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1566 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1584 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1567 // scene objects in a viewer until that viewer is relogged in. 1585 // scene objects in a viewer until that viewer is relogged in.
1568 OutPacket(kill, ThrottleOutPacketType.Task); 1586 OutPacket(kill, ThrottleOutPacketType.Task);
1569 } 1587// }
1570 } 1588 }
1571 } 1589 }
1572 1590
@@ -2296,6 +2314,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2296 OutPacket(sound, ThrottleOutPacketType.Task); 2314 OutPacket(sound, ThrottleOutPacketType.Task);
2297 } 2315 }
2298 2316
2317 public void SendTransferAbort(TransferRequestPacket transferRequest)
2318 {
2319 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2320 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2321 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2322 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2323 OutPacket(abort, ThrottleOutPacketType.Task);
2324 }
2325
2299 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2326 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2300 { 2327 {
2301 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2328 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2588,6 +2615,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2588 } 2615 }
2589 } 2616 }
2590 2617
2618 public void SendPartPhysicsProprieties(ISceneEntity entity)
2619 {
2620 SceneObjectPart part = (SceneObjectPart)entity;
2621 if (part != null && AgentId != UUID.Zero)
2622 {
2623 try
2624 {
2625 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2626 if (eq != null)
2627 {
2628 uint localid = part.LocalId;
2629 byte physshapetype = part.PhysicsShapeType;
2630 float density = part.Density;
2631 float friction = part.Friction;
2632 float bounce = part.Bounciness;
2633 float gravmod = part.GravityModifier;
2634
2635 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2636 }
2637 }
2638 catch (Exception ex)
2639 {
2640 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2641 }
2642 part.UpdatePhysRequired = false;
2643 }
2644 }
2645
2646
2591 2647
2592 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2648 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2593 { 2649 {
@@ -2685,7 +2741,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2685 else 2741 else
2686 { 2742 {
2687 int processedLength = 0; 2743 int processedLength = 0;
2688 int maxChunkSize = Settings.MAX_PACKET_SIZE - 100; 2744// int maxChunkSize = Settings.MAX_PACKET_SIZE - 100;
2745
2746 int maxChunkSize = (int) MaxTransferBytesPerPacket;
2689 int packetNumber = 0; 2747 int packetNumber = 0;
2690 2748
2691 while (processedLength < req.AssetInf.Data.Length) 2749 while (processedLength < req.AssetInf.Data.Length)
@@ -2719,6 +2777,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2719 } 2777 }
2720 } 2778 }
2721 2779
2780 public void SendAssetNotFound(AssetRequestToClient req)
2781 {
2782 TransferInfoPacket Transfer = new TransferInfoPacket();
2783 Transfer.TransferInfo.ChannelType = 2;
2784 Transfer.TransferInfo.Status = -2;
2785 Transfer.TransferInfo.TargetType = 0;
2786 Transfer.TransferInfo.Params = req.Params;
2787 Transfer.TransferInfo.Size = 0;
2788 Transfer.TransferInfo.TransferID = req.TransferRequestID;
2789 Transfer.Header.Zerocoded = true;
2790 OutPacket(Transfer, ThrottleOutPacketType.Asset);
2791 }
2792
2722 public void SendTexture(AssetBase TextureAsset) 2793 public void SendTexture(AssetBase TextureAsset)
2723 { 2794 {
2724 2795
@@ -2743,7 +2814,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2743 reply.Data.ParcelID = parcelID; 2814 reply.Data.ParcelID = parcelID;
2744 reply.Data.OwnerID = land.OwnerID; 2815 reply.Data.OwnerID = land.OwnerID;
2745 reply.Data.Name = Utils.StringToBytes(land.Name); 2816 reply.Data.Name = Utils.StringToBytes(land.Name);
2746 reply.Data.Desc = Utils.StringToBytes(land.Description); 2817 if (land != null && land.Description != null && land.Description != String.Empty)
2818 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2819 else
2820 reply.Data.Desc = new Byte[0];
2747 reply.Data.ActualArea = land.Area; 2821 reply.Data.ActualArea = land.Area;
2748 reply.Data.BillableArea = land.Area; // TODO: what is this? 2822 reply.Data.BillableArea = land.Area; // TODO: what is this?
2749 2823
@@ -3478,7 +3552,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3478 3552
3479 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3553 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3480 // TODO: don't create new blocks if recycling an old packet 3554 // TODO: don't create new blocks if recycling an old packet
3481 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3555 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3482 avp.ObjectData.TextureEntry = textureEntry; 3556 avp.ObjectData.TextureEntry = textureEntry;
3483 3557
3484 AvatarAppearancePacket.VisualParamBlock avblock = null; 3558 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3606,7 +3680,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3606 /// </summary> 3680 /// </summary>
3607 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3681 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3608 { 3682 {
3609 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3683 if (entity is SceneObjectPart)
3684 {
3685 SceneObjectPart e = (SceneObjectPart)entity;
3686 SceneObjectGroup g = e.ParentGroup;
3687 if (g.RootPart.Shape.State > 30) // HUD
3688 if (g.OwnerID != AgentId)
3689 return; // Don't send updates for other people's HUDs
3690 }
3691
3610 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3692 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3611 3693
3612 lock (m_entityUpdates.SyncRoot) 3694 lock (m_entityUpdates.SyncRoot)
@@ -3673,27 +3755,74 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3673 3755
3674 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3756 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3675 // condition where a kill can be processed before an out-of-date update for the same object. 3757 // condition where a kill can be processed before an out-of-date update for the same object.
3676 lock (m_killRecord) 3758 float avgTimeDilation = 1.0f;
3759 IEntityUpdate iupdate;
3760 Int32 timeinqueue; // this is just debugging code & can be dropped later
3761
3762 while (updatesThisCall < maxUpdates)
3677 { 3763 {
3678 float avgTimeDilation = 1.0f; 3764 lock (m_entityUpdates.SyncRoot)
3679 IEntityUpdate iupdate; 3765 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3680 Int32 timeinqueue; // this is just debugging code & can be dropped later 3766 break;
3681 3767
3682 while (updatesThisCall < maxUpdates) 3768 EntityUpdate update = (EntityUpdate)iupdate;
3769
3770 avgTimeDilation += update.TimeDilation;
3771 avgTimeDilation *= 0.5f;
3772
3773 if (update.Entity is SceneObjectPart)
3683 { 3774 {
3684 lock (m_entityUpdates.SyncRoot) 3775 SceneObjectPart part = (SceneObjectPart)update.Entity;
3685 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3686 break;
3687 3776
3688 EntityUpdate update = (EntityUpdate)iupdate; 3777 if (part.ParentGroup.IsDeleted)
3689 3778 continue;
3690 avgTimeDilation += update.TimeDilation;
3691 avgTimeDilation *= 0.5f;
3692 3779
3693 if (update.Entity is SceneObjectPart) 3780 if (part.ParentGroup.IsAttachment)
3781 { // Someone else's HUD, why are we getting these?
3782 if (part.ParentGroup.OwnerID != AgentId &&
3783 part.ParentGroup.RootPart.Shape.State >= 30)
3784 continue;
3785 ScenePresence sp;
3786 // Owner is not in the sim, don't update it to
3787 // anyone
3788 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3789 continue;
3790
3791 List<SceneObjectGroup> atts = sp.GetAttachments();
3792 bool found = false;
3793 foreach (SceneObjectGroup att in atts)
3794 {
3795 if (att == part.ParentGroup)
3796 {
3797 found = true;
3798 break;
3799 }
3800 }
3801
3802 // It's an attachment of a valid avatar, but
3803 // doesn't seem to be attached, skip
3804 if (!found)
3805 continue;
3806
3807 // On vehicle crossing, the attachments are received
3808 // while the avatar is still a child. Don't send
3809 // updates here because the LocalId has not yet
3810 // been updated and the viewer will derender the
3811 // attachments until the avatar becomes root.
3812 if (sp.IsChildAgent)
3813 continue;
3814
3815 // If the object is an attachment we don't want it to be in the kill
3816 // record. Else attaching from inworld and subsequently dropping
3817 // it will no longer work.
3818// lock (m_killRecord)
3819// {
3820// m_killRecord.Remove(part.LocalId);
3821// m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3822// }
3823 }
3824 else
3694 { 3825 {
3695 SceneObjectPart part = (SceneObjectPart)update.Entity;
3696
3697 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3826 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3698 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3827 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3699 // safety measure. 3828 // safety measure.
@@ -3704,180 +3833,174 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3704 // 3833 //
3705 // This doesn't appear to apply to child prims - a client will happily ignore these updates 3834 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3706 // after the root prim has been deleted. 3835 // after the root prim has been deleted.
3707 if (m_killRecord.Contains(part.LocalId)) 3836 //
3708 { 3837 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3709 // m_log.WarnFormat( 3838// lock (m_killRecord)
3710 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted", 3839// {
3711 // part.LocalId, Name); 3840// if (m_killRecord.Contains(part.LocalId))
3712 continue; 3841// continue;
3713 } 3842// if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3714 3843// continue;
3715 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3844// }
3716 {
3717 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3718 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3719 {
3720 part.Shape.LightEntry = false;
3721 }
3722 }
3723 }
3724
3725 ++updatesThisCall;
3726
3727 #region UpdateFlags to packet type conversion
3728
3729 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3730
3731 bool canUseCompressed = true;
3732 bool canUseImproved = true;
3733
3734 // Compressed object updates only make sense for LL primitives
3735 if (!(update.Entity is SceneObjectPart))
3736 {
3737 canUseCompressed = false;
3738 }
3739
3740 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3741 {
3742 canUseCompressed = false;
3743 canUseImproved = false;
3744 } 3845 }
3745 else 3846
3847 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3746 { 3848 {
3747 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3849 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3748 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3850 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3749 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3751 { 3851 {
3752 canUseCompressed = false; 3852 part.Shape.LightEntry = false;
3753 }
3754
3755 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3757 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3758 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3769 {
3770 canUseImproved = false;
3771 } 3853 }
3772 } 3854 }
3773 3855 }
3774 #endregion UpdateFlags to packet type conversion 3856
3775 3857 ++updatesThisCall;
3776 #region Block Construction 3858
3777 3859 #region UpdateFlags to packet type conversion
3778 // TODO: Remove this once we can build compressed updates 3860
3861 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3862
3863 bool canUseCompressed = true;
3864 bool canUseImproved = true;
3865
3866 // Compressed object updates only make sense for LL primitives
3867 if (!(update.Entity is SceneObjectPart))
3868 {
3779 canUseCompressed = false; 3869 canUseCompressed = false;
3780 3870 }
3781 if (!canUseImproved && !canUseCompressed) 3871
3782 { 3872 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3783 if (update.Entity is ScenePresence) 3873 {
3784 { 3874 canUseCompressed = false;
3785 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3875 canUseImproved = false;
3786 objectUpdates.Value.Add(update); 3876 }
3787 } 3877 else
3788 else 3878 {
3789 { 3879 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3790 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3880 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3791 objectUpdates.Value.Add(update); 3881 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3792 } 3882 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3793 }
3794 else if (!canUseImproved)
3795 { 3883 {
3796 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3884 canUseCompressed = false;
3797 compressedUpdates.Value.Add(update);
3798 } 3885 }
3799 else 3886
3887 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3888 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3889 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3890 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3891 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3892 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3893 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3894 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3895 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3896 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3897 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3898 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3899 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3900 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3800 { 3901 {
3801 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3902 canUseImproved = false;
3802 {
3803 // Self updates go into a special list
3804 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3805 terseAgentUpdates.Value.Add(update);
3806 }
3807 else
3808 {
3809 // Everything else goes here
3810 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3811 terseUpdates.Value.Add(update);
3812 }
3813 } 3903 }
3814
3815 #endregion Block Construction
3816 } 3904 }
3817
3818
3819 #region Packet Sending
3820 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3821 3905
3822 if (terseAgentUpdateBlocks.IsValueCreated) 3906 #endregion UpdateFlags to packet type conversion
3823 {
3824 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3825 3907
3826 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3908 #region Block Construction
3827 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3828 packet.RegionData.TimeDilation = timeDilation;
3829 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3830 3909
3831 for (int i = 0; i < blocks.Count; i++) 3910 // TODO: Remove this once we can build compressed updates
3832 packet.ObjectData[i] = blocks[i]; 3911 canUseCompressed = false;
3833 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3834 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3835 }
3836 3912
3837 if (objectUpdateBlocks.IsValueCreated) 3913 if (!canUseImproved && !canUseCompressed)
3838 { 3914 {
3839 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3915 if (update.Entity is ScenePresence)
3840 3916 {
3841 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3917 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3842 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3918 }
3843 packet.RegionData.TimeDilation = timeDilation; 3919 else
3844 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3920 {
3845 3921 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3846 for (int i = 0; i < blocks.Count; i++) 3922 }
3847 packet.ObjectData[i] = blocks[i];
3848 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3849 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3850 } 3923 }
3851 3924 else if (!canUseImproved)
3852 if (compressedUpdateBlocks.IsValueCreated)
3853 { 3925 {
3854 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3926 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3855
3856 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3857 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3858 packet.RegionData.TimeDilation = timeDilation;
3859 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3860
3861 for (int i = 0; i < blocks.Count; i++)
3862 packet.ObjectData[i] = blocks[i];
3863 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3864 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3865 } 3927 }
3866 3928 else
3867 if (terseUpdateBlocks.IsValueCreated)
3868 { 3929 {
3869 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3930 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3870 3931 // Self updates go into a special list
3871 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3932 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3872 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3933 else
3873 packet.RegionData.TimeDilation = timeDilation; 3934 // Everything else goes here
3874 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3935 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3875
3876 for (int i = 0; i < blocks.Count; i++)
3877 packet.ObjectData[i] = blocks[i];
3878 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3879 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3880 } 3936 }
3937
3938 #endregion Block Construction
3939 }
3940
3941 #region Packet Sending
3942
3943 const float TIME_DILATION = 1.0f;
3944 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3945
3946 if (terseAgentUpdateBlocks.IsValueCreated)
3947 {
3948 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3949
3950 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3951 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3952 packet.RegionData.TimeDilation = timeDilation;
3953 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3954
3955 for (int i = 0; i < blocks.Count; i++)
3956 packet.ObjectData[i] = blocks[i];
3957
3958 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3959 }
3960
3961 if (objectUpdateBlocks.IsValueCreated)
3962 {
3963 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3964
3965 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3966 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3967 packet.RegionData.TimeDilation = timeDilation;
3968 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3969
3970 for (int i = 0; i < blocks.Count; i++)
3971 packet.ObjectData[i] = blocks[i];
3972
3973 OutPacket(packet, ThrottleOutPacketType.Task, true);
3974 }
3975
3976 if (compressedUpdateBlocks.IsValueCreated)
3977 {
3978 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3979
3980 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3981 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3982 packet.RegionData.TimeDilation = timeDilation;
3983 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3984
3985 for (int i = 0; i < blocks.Count; i++)
3986 packet.ObjectData[i] = blocks[i];
3987
3988 OutPacket(packet, ThrottleOutPacketType.Task, true);
3989 }
3990
3991 if (terseUpdateBlocks.IsValueCreated)
3992 {
3993 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3994
3995 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3996 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3997 packet.RegionData.TimeDilation = timeDilation;
3998 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3999
4000 for (int i = 0; i < blocks.Count; i++)
4001 packet.ObjectData[i] = blocks[i];
4002
4003 OutPacket(packet, ThrottleOutPacketType.Task, true);
3881 } 4004 }
3882 4005
3883 #endregion Packet Sending 4006 #endregion Packet Sending
@@ -4170,11 +4293,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4170 4293
4171 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4294 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4172 // of the object rather than the properties when the packet was created 4295 // of the object rather than the properties when the packet was created
4173 OutPacket(packet, ThrottleOutPacketType.Task, true, 4296 // HACK : Remove intelligent resending until it's fixed in core
4174 delegate(OutgoingPacket oPacket) 4297 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4175 { 4298 // delegate(OutgoingPacket oPacket)
4176 ResendPropertyUpdates(updates, oPacket); 4299 // {
4177 }); 4300 // ResendPropertyUpdates(updates, oPacket);
4301 // });
4302 OutPacket(packet, ThrottleOutPacketType.Task, true);
4178 4303
4179 // pbcnt += blocks.Count; 4304 // pbcnt += blocks.Count;
4180 // ppcnt++; 4305 // ppcnt++;
@@ -4200,11 +4325,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4200 // of the object rather than the properties when the packet was created 4325 // of the object rather than the properties when the packet was created
4201 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4326 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4202 updates.Add(familyUpdates.Value[i]); 4327 updates.Add(familyUpdates.Value[i]);
4203 OutPacket(packet, ThrottleOutPacketType.Task, true, 4328 // HACK : Remove intelligent resending until it's fixed in core
4204 delegate(OutgoingPacket oPacket) 4329 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4205 { 4330 // delegate(OutgoingPacket oPacket)
4206 ResendPropertyUpdates(updates, oPacket); 4331 // {
4207 }); 4332 // ResendPropertyUpdates(updates, oPacket);
4333 // });
4334 OutPacket(packet, ThrottleOutPacketType.Task, true);
4208 4335
4209 // fpcnt++; 4336 // fpcnt++;
4210 // fbcnt++; 4337 // fbcnt++;
@@ -4353,37 +4480,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4353 if (bl[i].BannedUserID == UUID.Zero) 4480 if (bl[i].BannedUserID == UUID.Zero)
4354 continue; 4481 continue;
4355 BannedUsers.Add(bl[i].BannedUserID); 4482 BannedUsers.Add(bl[i].BannedUserID);
4356 }
4357 4483
4358 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4484 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4359 packet.AgentData.TransactionID = UUID.Random(); 4485 {
4360 packet.AgentData.AgentID = AgentId; 4486 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4361 packet.AgentData.SessionID = SessionId; 4487 packet.AgentData.TransactionID = UUID.Random();
4362 packet.MethodData.Invoice = invoice; 4488 packet.AgentData.AgentID = AgentId;
4363 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4489 packet.AgentData.SessionID = SessionId;
4490 packet.MethodData.Invoice = invoice;
4491 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4364 4492
4365 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4493 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4366 4494
4367 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4495 int j;
4368 { 4496 for (j = 0; j < (6 + BannedUsers.Count); j++)
4369 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4497 {
4370 } 4498 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4371 int j = 0; 4499 }
4500 j = 0;
4372 4501
4373 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4502 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4374 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4503 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4375 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4504 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4376 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4505 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4377 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4506 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4507 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4379 4508
4380 foreach (UUID banned in BannedUsers) 4509 foreach (UUID banned in BannedUsers)
4381 { 4510 {
4382 returnblock[j].Parameter = banned.GetBytes(); j++; 4511 returnblock[j].Parameter = banned.GetBytes(); j++;
4512 }
4513 packet.ParamList = returnblock;
4514 packet.Header.Reliable = true;
4515 OutPacket(packet, ThrottleOutPacketType.Task);
4516
4517 BannedUsers.Clear();
4518 }
4383 } 4519 }
4384 packet.ParamList = returnblock; 4520
4385 packet.Header.Reliable = false;
4386 OutPacket(packet, ThrottleOutPacketType.Task);
4387 } 4521 }
4388 4522
4389 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4523 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4569,7 +4703,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4569 4703
4570 if (landData.SimwideArea > 0) 4704 if (landData.SimwideArea > 0)
4571 { 4705 {
4572 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4706 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4707 // Never report more than sim total capacity
4708 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4709 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4573 updateMessage.SimWideMaxPrims = simulatorCapacity; 4710 updateMessage.SimWideMaxPrims = simulatorCapacity;
4574 } 4711 }
4575 else 4712 else
@@ -4698,14 +4835,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4698 4835
4699 if (notifyCount > 0) 4836 if (notifyCount > 0)
4700 { 4837 {
4701 if (notifyCount > 32) 4838// if (notifyCount > 32)
4702 { 4839// {
4703 m_log.InfoFormat( 4840// m_log.InfoFormat(
4704 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4841// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4705 + " - a developer might want to investigate whether this is a hard limit", 32); 4842// + " - a developer might want to investigate whether this is a hard limit", 32);
4706 4843//
4707 notifyCount = 32; 4844// notifyCount = 32;
4708 } 4845// }
4709 4846
4710 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4847 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4711 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4848 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4760,9 +4897,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4760 { 4897 {
4761 ScenePresence presence = (ScenePresence)entity; 4898 ScenePresence presence = (ScenePresence)entity;
4762 4899
4900 position = presence.OffsetPosition;
4901 rotation = presence.Rotation;
4902
4903 if (presence.ParentID != 0)
4904 {
4905 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4906 if (part != null && part != part.ParentGroup.RootPart)
4907 {
4908 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4909 rotation = part.RotationOffset * presence.Rotation;
4910 }
4911 }
4912
4763 attachPoint = 0; 4913 attachPoint = 0;
4764 collisionPlane = presence.CollisionPlane; 4914 collisionPlane = presence.CollisionPlane;
4765 position = presence.OffsetPosition;
4766 velocity = presence.Velocity; 4915 velocity = presence.Velocity;
4767 acceleration = Vector3.Zero; 4916 acceleration = Vector3.Zero;
4768 4917
@@ -4772,7 +4921,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4772// acceleration = new Vector3(1, 0, 0); 4921// acceleration = new Vector3(1, 0, 0);
4773 4922
4774 angularVelocity = Vector3.Zero; 4923 angularVelocity = Vector3.Zero;
4775 rotation = presence.Rotation;
4776 4924
4777 if (sendTexture) 4925 if (sendTexture)
4778 textureEntry = presence.Appearance.Texture.GetBytes(); 4926 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4877,13 +5025,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4877 5025
4878 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5026 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4879 { 5027 {
5028 Vector3 offsetPosition = data.OffsetPosition;
5029 Quaternion rotation = data.Rotation;
5030 uint parentID = data.ParentID;
5031
5032 if (parentID != 0)
5033 {
5034 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5035 if (part != null && part != part.ParentGroup.RootPart)
5036 {
5037 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5038 rotation = part.RotationOffset * data.Rotation;
5039 parentID = part.ParentGroup.RootPart.LocalId;
5040 }
5041 }
5042
4880 byte[] objectData = new byte[76]; 5043 byte[] objectData = new byte[76];
4881 5044
4882 data.CollisionPlane.ToBytes(objectData, 0); 5045 data.CollisionPlane.ToBytes(objectData, 0);
4883 data.OffsetPosition.ToBytes(objectData, 16); 5046 offsetPosition.ToBytes(objectData, 16);
4884// data.Velocity.ToBytes(objectData, 28); 5047// data.Velocity.ToBytes(objectData, 28);
4885// data.Acceleration.ToBytes(objectData, 40); 5048// data.Acceleration.ToBytes(objectData, 40);
4886 data.Rotation.ToBytes(objectData, 52); 5049 rotation.ToBytes(objectData, 52);
4887 //data.AngularVelocity.ToBytes(objectData, 64); 5050 //data.AngularVelocity.ToBytes(objectData, 64);
4888 5051
4889 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5052 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4897,7 +5060,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4897 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5060 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4898 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5061 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4899 update.ObjectData = objectData; 5062 update.ObjectData = objectData;
4900 update.ParentID = data.ParentID; 5063 update.ParentID = parentID;
4901 update.PathCurve = 16; 5064 update.PathCurve = 16;
4902 update.PathScaleX = 100; 5065 update.PathScaleX = 100;
4903 update.PathScaleY = 100; 5066 update.PathScaleY = 100;
@@ -5238,6 +5401,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5238 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5401 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5239 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5402 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5240 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5403 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5404 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5241 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5405 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5242 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5406 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5243 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5407 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5304,6 +5468,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5304 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5468 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5305 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5469 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5306 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5470 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5471 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5307 5472
5308 AddGenericPacketHandler("autopilot", HandleAutopilot); 5473 AddGenericPacketHandler("autopilot", HandleAutopilot);
5309 } 5474 }
@@ -5339,6 +5504,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5339 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5504 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5340 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5505 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5341 (x.ControlFlags != lastarg.ControlFlags) || 5506 (x.ControlFlags != lastarg.ControlFlags) ||
5507 (x.ControlFlags != 0) ||
5342 (x.Far != lastarg.Far) || 5508 (x.Far != lastarg.Far) ||
5343 (x.Flags != lastarg.Flags) || 5509 (x.Flags != lastarg.Flags) ||
5344 (x.State != lastarg.State) || 5510 (x.State != lastarg.State) ||
@@ -5716,7 +5882,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5716 args.Channel = ch; 5882 args.Channel = ch;
5717 args.From = String.Empty; 5883 args.From = String.Empty;
5718 args.Message = Utils.BytesToString(msg); 5884 args.Message = Utils.BytesToString(msg);
5719 args.Type = ChatTypeEnum.Shout; 5885 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5720 args.Position = new Vector3(); 5886 args.Position = new Vector3();
5721 args.Scene = Scene; 5887 args.Scene = Scene;
5722 args.Sender = this; 5888 args.Sender = this;
@@ -6253,7 +6419,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6253 return true; 6419 return true;
6254 } 6420 }
6255 #endregion 6421 #endregion
6256 6422/*
6257 StartAnim handlerStartAnim = null; 6423 StartAnim handlerStartAnim = null;
6258 StopAnim handlerStopAnim = null; 6424 StopAnim handlerStopAnim = null;
6259 6425
@@ -6277,6 +6443,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6277 } 6443 }
6278 } 6444 }
6279 return true; 6445 return true;
6446*/
6447 ChangeAnim handlerChangeAnim = null;
6448
6449 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6450 {
6451 handlerChangeAnim = OnChangeAnim;
6452 if (handlerChangeAnim != null)
6453 {
6454 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6455 }
6456 }
6457
6458 handlerChangeAnim = OnChangeAnim;
6459 if (handlerChangeAnim != null)
6460 {
6461 handlerChangeAnim(UUID.Zero, false, true);
6462 }
6463
6464 return true;
6280 } 6465 }
6281 6466
6282 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6467 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6902,10 +7087,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6902 // 46,47,48 are special positions within the packet 7087 // 46,47,48 are special positions within the packet
6903 // This may change so perhaps we need a better way 7088 // This may change so perhaps we need a better way
6904 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7089 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6905 bool UsePhysics = (data[46] != 0) ? true : false; 7090 /*
6906 bool IsTemporary = (data[47] != 0) ? true : false; 7091 bool UsePhysics = (data[46] != 0) ? true : false;
6907 bool IsPhantom = (data[48] != 0) ? true : false; 7092 bool IsTemporary = (data[47] != 0) ? true : false;
6908 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7093 bool IsPhantom = (data[48] != 0) ? true : false;
7094 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7095 */
7096 bool UsePhysics = flags.AgentData.UsePhysics;
7097 bool IsPhantom = flags.AgentData.IsPhantom;
7098 bool IsTemporary = flags.AgentData.IsTemporary;
7099 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7100 ExtraPhysicsData physdata = new ExtraPhysicsData();
7101
7102 if (blocks == null || blocks.Length == 0)
7103 {
7104 physdata.PhysShapeType = PhysShapeType.invalid;
7105 }
7106 else
7107 {
7108 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7109 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7110 physdata.Bounce = phsblock.Restitution;
7111 physdata.Density = phsblock.Density;
7112 physdata.Friction = phsblock.Friction;
7113 physdata.GravitationModifier = phsblock.GravityMultiplier;
7114 }
7115
7116 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6909 } 7117 }
6910 return true; 7118 return true;
6911 } 7119 }
@@ -9759,7 +9967,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9759 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9967 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9760 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9968 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9761 UpdateMuteListEntry.MuteData.MuteType, 9969 UpdateMuteListEntry.MuteData.MuteType,
9762 UpdateMuteListEntry.AgentData.AgentID); 9970 UpdateMuteListEntry.MuteData.MuteFlags);
9763 return true; 9971 return true;
9764 } 9972 }
9765 return false; 9973 return false;
@@ -9774,8 +9982,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9774 { 9982 {
9775 handlerRemoveMuteListEntry(this, 9983 handlerRemoveMuteListEntry(this,
9776 RemoveMuteListEntry.MuteData.MuteID, 9984 RemoveMuteListEntry.MuteData.MuteID,
9777 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9985 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9778 RemoveMuteListEntry.AgentData.AgentID);
9779 return true; 9986 return true;
9780 } 9987 }
9781 return false; 9988 return false;
@@ -9819,10 +10026,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9819 return false; 10026 return false;
9820 } 10027 }
9821 10028
10029 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
10030 {
10031 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10032 (ChangeInventoryItemFlagsPacket)packet;
10033 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10034 if (handlerChangeInventoryItemFlags != null)
10035 {
10036 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10037 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10038 return true;
10039 }
10040 return false;
10041 }
10042
9822 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10043 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9823 { 10044 {
9824 return true; 10045 return true;
9825 } 10046 }
10047
10048 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10049 {
10050 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10051
10052 #region Packet Session and User Check
10053 if (m_checkPackets)
10054 {
10055 if (packet.AgentData.SessionID != SessionId ||
10056 packet.AgentData.AgentID != AgentId)
10057 return true;
10058 }
10059 #endregion
10060 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10061 List<InventoryItemBase> items = new List<InventoryItemBase>();
10062 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10063 {
10064 InventoryItemBase b = new InventoryItemBase();
10065 b.ID = n.OldItemID;
10066 b.Folder = n.OldFolderID;
10067 items.Add(b);
10068 }
10069
10070 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10071 if (handlerMoveItemsAndLeaveCopy != null)
10072 {
10073 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10074 }
10075
10076 return true;
10077 }
9826 10078
9827 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10079 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9828 { 10080 {
@@ -10249,6 +10501,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10249 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10501 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10250 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10502 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10251 10503
10504 Scene scene = (Scene)m_scene;
10505 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10506 {
10507 ScenePresence p;
10508 if (scene.TryGetScenePresence(sender.AgentId, out p))
10509 {
10510 if (p.GodLevel >= 200)
10511 {
10512 groupProfileReply.GroupData.OpenEnrollment = true;
10513 groupProfileReply.GroupData.MembershipFee = 0;
10514 }
10515 }
10516 }
10517
10252 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10518 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10253 } 10519 }
10254 return true; 10520 return true;
@@ -10822,11 +11088,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10822 11088
10823 StartLure handlerStartLure = OnStartLure; 11089 StartLure handlerStartLure = OnStartLure;
10824 if (handlerStartLure != null) 11090 if (handlerStartLure != null)
10825 handlerStartLure(startLureRequest.Info.LureType, 11091 {
10826 Utils.BytesToString( 11092 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10827 startLureRequest.Info.Message), 11093 {
10828 startLureRequest.TargetData[0].TargetID, 11094 handlerStartLure(startLureRequest.Info.LureType,
10829 this); 11095 Utils.BytesToString(
11096 startLureRequest.Info.Message),
11097 startLureRequest.TargetData[i].TargetID,
11098 this);
11099 }
11100 }
10830 return true; 11101 return true;
10831 } 11102 }
10832 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11103 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10940,10 +11211,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10940 } 11211 }
10941 #endregion 11212 #endregion
10942 11213
10943 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11214 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10944 if (handlerClassifiedGodDelete != null) 11215 if (handlerClassifiedGodDelete != null)
10945 handlerClassifiedGodDelete( 11216 handlerClassifiedGodDelete(
10946 classifiedGodDelete.Data.ClassifiedID, 11217 classifiedGodDelete.Data.ClassifiedID,
11218 classifiedGodDelete.Data.QueryID,
10947 this); 11219 this);
10948 return true; 11220 return true;
10949 } 11221 }
@@ -11309,209 +11581,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11309 } 11581 }
11310 else 11582 else
11311 { 11583 {
11312// m_log.DebugFormat( 11584 ClientChangeObject updatehandler = onClientChangeObject;
11313// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11314// i, block.Type, part.Name, part.LocalId);
11315 11585
11316// // Do this once since fetch parts creates a new array. 11586 if (updatehandler != null)
11317// SceneObjectPart[] parts = part.ParentGroup.Parts; 11587 {
11318// for (int j = 0; j < parts.Length; j++) 11588 ObjectChangeData udata = new ObjectChangeData();
11319// {
11320// part.StoreUndoState();
11321// parts[j].IgnoreUndoUpdate = true;
11322// }
11323 11589
11324 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11590 /*ubit from ll JIRA:
11591 * 0x01 position
11592 * 0x02 rotation
11593 * 0x04 scale
11594
11595 * 0x08 LINK_SET
11596 * 0x10 UNIFORM for scale
11597 */
11325 11598
11326 switch (block.Type) 11599 // translate to internal changes
11327 { 11600 // not all cases .. just the ones older code did
11328 case 1:
11329 Vector3 pos1 = new Vector3(block.Data, 0);
11330 11601
11331 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11602 switch (block.Type)
11332 if (handlerUpdatePrimSinglePosition != null) 11603 {
11333 { 11604 case 1: //change position sp
11334 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11605 udata.position = new Vector3(block.Data, 0);
11335 handlerUpdatePrimSinglePosition(localId, pos1, this);
11336 }
11337 break;
11338 11606
11339 case 2: 11607 udata.change = ObjectChangeType.primP;
11340 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11608 updatehandler(localId, udata, this);
11609 break;
11341 11610
11342 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11611 case 2: // rotation sp
11343 if (handlerUpdatePrimSingleRotation != null) 11612 udata.rotation = new Quaternion(block.Data, 0, true);
11344 {
11345 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11346 handlerUpdatePrimSingleRotation(localId, rot1, this);
11347 }
11348 break;
11349 11613
11350 case 3: 11614 udata.change = ObjectChangeType.primR;
11351 Vector3 rotPos = new Vector3(block.Data, 0); 11615 updatehandler(localId, udata, this);
11352 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11616 break;
11353 11617
11354 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11618 case 3: // position plus rotation
11355 if (handlerUpdatePrimSingleRotationPosition != null) 11619 udata.position = new Vector3(block.Data, 0);
11356 { 11620 udata.rotation = new Quaternion(block.Data, 12, true);
11357 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11358 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11359 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11360 }
11361 break;
11362 11621
11363 case 4: 11622 udata.change = ObjectChangeType.primPR;
11364 case 20: 11623 updatehandler(localId, udata, this);
11365 Vector3 scale4 = new Vector3(block.Data, 0); 11624 break;
11366 11625
11367 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11626 case 4: // scale sp
11368 if (handlerUpdatePrimScale != null) 11627 udata.scale = new Vector3(block.Data, 0);
11369 { 11628 udata.change = ObjectChangeType.primS;
11370 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11371 handlerUpdatePrimScale(localId, scale4, this);
11372 }
11373 break;
11374 11629
11375 case 5: 11630 updatehandler(localId, udata, this);
11376 Vector3 scale1 = new Vector3(block.Data, 12); 11631 break;
11377 Vector3 pos11 = new Vector3(block.Data, 0);
11378 11632
11379 handlerUpdatePrimScale = OnUpdatePrimScale; 11633 case 0x14: // uniform scale sp
11380 if (handlerUpdatePrimScale != null) 11634 udata.scale = new Vector3(block.Data, 0);
11381 {
11382 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11383 handlerUpdatePrimScale(localId, scale1, this);
11384 11635
11385 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11636 udata.change = ObjectChangeType.primUS;
11386 if (handlerUpdatePrimSinglePosition != null) 11637 updatehandler(localId, udata, this);
11387 { 11638 break;
11388 handlerUpdatePrimSinglePosition(localId, pos11, this);
11389 }
11390 }
11391 break;
11392 11639
11393 case 9: 11640 case 5: // scale and position sp
11394 Vector3 pos2 = new Vector3(block.Data, 0); 11641 udata.position = new Vector3(block.Data, 0);
11642 udata.scale = new Vector3(block.Data, 12);
11395 11643
11396 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11644 udata.change = ObjectChangeType.primPS;
11645 updatehandler(localId, udata, this);
11646 break;
11397 11647
11398 if (handlerUpdateVector != null) 11648 case 0x15: //uniform scale and position
11399 { 11649 udata.position = new Vector3(block.Data, 0);
11400 handlerUpdateVector(localId, pos2, this); 11650 udata.scale = new Vector3(block.Data, 12);
11401 }
11402 break;
11403 11651
11404 case 10: 11652 udata.change = ObjectChangeType.primPUS;
11405 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11653 updatehandler(localId, udata, this);
11654 break;
11406 11655
11407 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11656 // now group related (bit 4)
11408 if (handlerUpdatePrimRotation != null) 11657 case 9: //( 8 + 1 )group position
11409 { 11658 udata.position = new Vector3(block.Data, 0);
11410 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11411 handlerUpdatePrimRotation(localId, rot3, this);
11412 }
11413 break;
11414 11659
11415 case 11: 11660 udata.change = ObjectChangeType.groupP;
11416 Vector3 pos3 = new Vector3(block.Data, 0); 11661 updatehandler(localId, udata, this);
11417 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11662 break;
11418 11663
11419 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11664 case 0x0A: // (8 + 2) group rotation
11420 if (handlerUpdatePrimGroupRotation != null) 11665 udata.rotation = new Quaternion(block.Data, 0, true);
11421 {
11422 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11423 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11424 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11425 }
11426 break;
11427 case 12:
11428 case 28:
11429 Vector3 scale7 = new Vector3(block.Data, 0);
11430 11666
11431 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11667 udata.change = ObjectChangeType.groupR;
11432 if (handlerUpdatePrimGroupScale != null) 11668 updatehandler(localId, udata, this);
11433 { 11669 break;
11434 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11435 handlerUpdatePrimGroupScale(localId, scale7, this);
11436 }
11437 break;
11438 11670
11439 case 13: 11671 case 0x0B: //( 8 + 2 + 1) group rotation and position
11440 Vector3 scale2 = new Vector3(block.Data, 12); 11672 udata.position = new Vector3(block.Data, 0);
11441 Vector3 pos4 = new Vector3(block.Data, 0); 11673 udata.rotation = new Quaternion(block.Data, 12, true);
11442 11674
11443 handlerUpdatePrimScale = OnUpdatePrimScale; 11675 udata.change = ObjectChangeType.groupPR;
11444 if (handlerUpdatePrimScale != null) 11676 updatehandler(localId, udata, this);
11445 { 11677 break;
11446 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11447 handlerUpdatePrimScale(localId, scale2, this);
11448 11678
11449 // Change the position based on scale (for bug number 246) 11679 case 0x0C: // (8 + 4) group scale
11450 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11680 // only afects root prim and only sent by viewer editor object tab scaling
11451 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11681 // mouse edition only allows uniform scaling
11452 if (handlerUpdatePrimSinglePosition != null) 11682 // SL MAY CHANGE THIS in viewers
11453 {
11454 handlerUpdatePrimSinglePosition(localId, pos4, this);
11455 }
11456 }
11457 break;
11458 11683
11459 case 29: 11684 udata.scale = new Vector3(block.Data, 0);
11460 Vector3 scale5 = new Vector3(block.Data, 12);
11461 Vector3 pos5 = new Vector3(block.Data, 0);
11462 11685
11463 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11686 udata.change = ObjectChangeType.groupS;
11464 if (handlerUpdatePrimGroupScale != null) 11687 updatehandler(localId, udata, this);
11465 {
11466 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11467 part.StoreUndoState(true);
11468 part.IgnoreUndoUpdate = true;
11469 handlerUpdatePrimGroupScale(localId, scale5, this);
11470 handlerUpdateVector = OnUpdatePrimGroupPosition;
11471 11688
11472 if (handlerUpdateVector != null) 11689 break;
11473 {
11474 handlerUpdateVector(localId, pos5, this);
11475 }
11476 11690
11477 part.IgnoreUndoUpdate = false; 11691 case 0x0D: //(8 + 4 + 1) group scale and position
11478 } 11692 // exception as above
11479 11693
11480 break; 11694 udata.position = new Vector3(block.Data, 0);
11695 udata.scale = new Vector3(block.Data, 12);
11481 11696
11482 case 21: 11697 udata.change = ObjectChangeType.groupPS;
11483 Vector3 scale6 = new Vector3(block.Data, 12); 11698 updatehandler(localId, udata, this);
11484 Vector3 pos6 = new Vector3(block.Data, 0); 11699 break;
11485 11700
11486 handlerUpdatePrimScale = OnUpdatePrimScale; 11701 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11487 if (handlerUpdatePrimScale != null) 11702 udata.scale = new Vector3(block.Data, 0);
11488 {
11489 part.StoreUndoState(false);
11490 part.IgnoreUndoUpdate = true;
11491 11703
11492 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11704 udata.change = ObjectChangeType.groupUS;
11493 handlerUpdatePrimScale(localId, scale6, this); 11705 updatehandler(localId, udata, this);
11494 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11706 break;
11495 if (handlerUpdatePrimSinglePosition != null)
11496 {
11497 handlerUpdatePrimSinglePosition(localId, pos6, this);
11498 }
11499 11707
11500 part.IgnoreUndoUpdate = false; 11708 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11501 } 11709 udata.position = new Vector3(block.Data, 0);
11502 break; 11710 udata.scale = new Vector3(block.Data, 12);
11503 11711
11504 default: 11712 udata.change = ObjectChangeType.groupPUS;
11505 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11713 updatehandler(localId, udata, this);
11506 break; 11714 break;
11715
11716 default:
11717 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11718 break;
11719 }
11507 } 11720 }
11508 11721
11509// for (int j = 0; j < parts.Length; j++)
11510// parts[j].IgnoreUndoUpdate = false;
11511 } 11722 }
11512 } 11723 }
11513 } 11724 }
11514
11515 return true; 11725 return true;
11516 } 11726 }
11517 11727
@@ -11970,7 +12180,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11970// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12180// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
11971// requestID, taskID, (SourceType)sourceType, Name); 12181// requestID, taskID, (SourceType)sourceType, Name);
11972 12182
12183
12184 //Note, the bool returned from the below function is useless since it is always false.
11973 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12185 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12186
11974 } 12187 }
11975 12188
11976 /// <summary> 12189 /// <summary>
@@ -11981,14 +12194,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11981 /// <param name="asset"></param> 12194 /// <param name="asset"></param>
11982 protected void AssetReceived(string id, Object sender, AssetBase asset) 12195 protected void AssetReceived(string id, Object sender, AssetBase asset)
11983 { 12196 {
11984 if (asset == null)
11985 return;
11986
11987 TransferRequestPacket transferRequest = (TransferRequestPacket)sender; 12197 TransferRequestPacket transferRequest = (TransferRequestPacket)sender;
11988 12198
11989 UUID requestID = UUID.Zero; 12199 UUID requestID = UUID.Zero;
11990 byte source = (byte)SourceType.Asset; 12200 byte source = (byte)SourceType.Asset;
11991 12201
12202 AssetRequestToClient req = new AssetRequestToClient();
12203
12204 if (asset == null)
12205 {
12206 req.AssetInf = null;
12207 req.AssetRequestSource = source;
12208 req.IsTextureRequest = false;
12209 req.NumPackets = 0;
12210 req.Params = transferRequest.TransferInfo.Params;
12211 req.RequestAssetID = requestID;
12212 req.TransferRequestID = transferRequest.TransferInfo.TransferID;
12213
12214 SendAssetNotFound(req);
12215 return;
12216 }
12217
11992 if (transferRequest.TransferInfo.SourceType == (int)SourceType.Asset) 12218 if (transferRequest.TransferInfo.SourceType == (int)SourceType.Asset)
11993 { 12219 {
11994 requestID = new UUID(transferRequest.TransferInfo.Params, 0); 12220 requestID = new UUID(transferRequest.TransferInfo.Params, 0);
@@ -12005,7 +12231,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12005 return; 12231 return;
12006 12232
12007 // The asset is known to exist and is in our cache, so add it to the AssetRequests list 12233 // The asset is known to exist and is in our cache, so add it to the AssetRequests list
12008 AssetRequestToClient req = new AssetRequestToClient();
12009 req.AssetInf = asset; 12234 req.AssetInf = asset;
12010 req.AssetRequestSource = source; 12235 req.AssetRequestSource = source;
12011 req.IsTextureRequest = false; 12236 req.IsTextureRequest = false;
@@ -12024,7 +12249,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12024 /// <returns></returns> 12249 /// <returns></returns>
12025 private static int CalculateNumPackets(byte[] data) 12250 private static int CalculateNumPackets(byte[] data)
12026 { 12251 {
12027 const uint m_maxPacketSize = 600; 12252// const uint m_maxPacketSize = 600;
12253 uint m_maxPacketSize = MaxTransferBytesPerPacket;
12028 int numPackets = 1; 12254 int numPackets = 1;
12029 12255
12030 if (data == null) 12256 if (data == null)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7f86491..3c23dcf 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1112,12 +1112,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1112 1112
1113 private void RemoveClient(IClientAPI client) 1113 private void RemoveClient(IClientAPI client)
1114 { 1114 {
1115 // We must set IsLoggingOut synchronously so that we can stop the packet loop reinvoking this method.
1116 client.IsLoggingOut = true; 1115 client.IsLoggingOut = true;
1117
1118 // Fire this out on a different thread so that we don't hold up outgoing packet processing for
1119 // everybody else if this is being called due to an ack timeout.
1120 // This is the same as processing as the async process of a logout request.
1121 Util.FireAndForget(o => client.Close()); 1116 Util.FireAndForget(o => client.Close());
1122 } 1117 }
1123 1118
@@ -1129,6 +1124,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1129 1124
1130 while (base.IsRunning) 1125 while (base.IsRunning)
1131 { 1126 {
1127 m_scene.ThreadAlive(1);
1132 try 1128 try
1133 { 1129 {
1134 IncomingPacket incomingPacket = null; 1130 IncomingPacket incomingPacket = null;
@@ -1171,6 +1167,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1171 1167
1172 while (base.IsRunning) 1168 while (base.IsRunning)
1173 { 1169 {
1170 m_scene.ThreadAlive(2);
1174 try 1171 try
1175 { 1172 {
1176 m_packetSent = false; 1173 m_packetSent = false;
@@ -1436,4 +1433,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1436 RemoveClient(client); 1433 RemoveClient(client);
1437 } 1434 }
1438 } 1435 }
1439} \ No newline at end of file 1436}
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 dd6026b..7054825 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,57 +257,70 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached just update access time. 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 lock (m_CurrentlyWriting)
268 {
269 if (!m_CurrentlyWriting.Contains(filename))
270 File.SetLastAccessTime(filename, DateTime.Now);
271 }
272 }
273 else
274 { 266 {
275 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
276 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
277 // same file multiple times.
278 lock (m_CurrentlyWriting)
279 { 269 {
280#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
281 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
282 { 274 {
283 return; 275 lock (m_CurrentlyWriting)
276 {
277 if (!m_CurrentlyWriting.Contains(filename))
278 File.SetLastAccessTime(filename, DateTime.Now);
279 }
284 } 280 }
285 else 281 catch
286 {
287 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
288 }
289
290#else
291 if (m_CurrentlyWriting.Contains(filename))
292 { 282 {
293 return;
294 } 283 }
295 else 284 } else {
285
286 // Once we start writing, make sure we flag that we're writing
287 // that object to the cache so that we don't try to write the
288 // same file multiple times.
289 lock (m_CurrentlyWriting)
296 { 290 {
297 m_CurrentlyWriting.Add(filename); 291#if WAIT_ON_INPROGRESS_REQUESTS
298 } 292 if (m_CurrentlyWriting.ContainsKey(filename))
293 {
294 return;
295 }
296 else
297 {
298 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
299 }
300
301#else
302 if (m_CurrentlyWriting.Contains(filename))
303 {
304 return;
305 }
306 else
307 {
308 m_CurrentlyWriting.Add(filename);
309 }
299#endif 310#endif
300 }
301 311
302 Util.FireAndForget( 312 }
303 delegate { WriteFileCache(filename, asset); }); 313
314 Util.FireAndForget(
315 delegate { WriteFileCache(filename, asset); });
316 }
317 }
318 catch (Exception e)
319 {
320 m_log.ErrorFormat(
321 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
322 asset.ID, e.Message, e.StackTrace);
304 } 323 }
305 }
306 catch (Exception e)
307 {
308 m_log.ErrorFormat(
309 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
310 asset.ID, e.Message, e.StackTrace);
311 } 324 }
312 } 325 }
313 326
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 88071f6..f1deaa8 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{
@@ -117,6 +119,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
117 119
118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 120// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
119 121
122 XmlDocument doc = new XmlDocument();
123 string stateData = String.Empty;
124
125 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
126 if (attServ != null)
127 {
128 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
129 stateData = attServ.Get(sp.UUID.ToString());
130 if (stateData != String.Empty)
131 {
132 try
133 {
134 doc.LoadXml(stateData);
135 }
136 catch { }
137 }
138 }
139
140 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
141
142 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
143 if (nodes.Count > 0)
144 {
145 foreach (XmlNode n in nodes)
146 {
147 XmlElement elem = (XmlElement)n;
148 string itemID = elem.GetAttribute("ItemID");
149 string xml = elem.InnerXml;
150
151 itemData[new UUID(itemID)] = xml;
152 }
153 }
154
155
120 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 156 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
121 foreach (AvatarAttachment attach in attachments) 157 foreach (AvatarAttachment attach in attachments)
122 { 158 {
@@ -136,12 +172,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
136 172
137 try 173 try
138 { 174 {
175 string xmlData;
176 XmlDocument d = null;
177 UUID asset;
178 if (itemData.TryGetValue(attach.ItemID, out xmlData))
179 {
180 d = new XmlDocument();
181 d.LoadXml(xmlData);
182 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
183 }
184
139 // If we're an NPC then skip all the item checks and manipulations since we don't have an 185 // If we're an NPC then skip all the item checks and manipulations since we don't have an
140 // inventory right now. 186 // inventory right now.
141 if (sp.PresenceType == PresenceType.Npc) 187 if (sp.PresenceType == PresenceType.Npc)
142 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 188 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
143 else 189 else
144 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 190 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
145 } 191 }
146 catch (Exception e) 192 catch (Exception e)
147 { 193 {
@@ -185,7 +231,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
185 sp.ClearAttachments(); 231 sp.ClearAttachments();
186 } 232 }
187 233
188 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) 234 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
189 { 235 {
190 lock (sp.AttachmentsSyncLock) 236 lock (sp.AttachmentsSyncLock)
191 { 237 {
@@ -231,9 +277,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
231 attachPos = Vector3.Zero; 277 attachPos = Vector3.Zero;
232 } 278 }
233 279
280 if (useAttachData)
281 {
282 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
283 attachPos = group.RootPart.AttachOffset;
284 if (attachmentPt == 0)
285 {
286 attachmentPt = group.RootPart.AttachPoint;
287 if (attachmentPt == 0)
288 {
289 attachmentPt = (uint)AttachmentPoint.LeftHand;
290 attachPos = Vector3.Zero;
291 }
292 }
293 else if (group.RootPart.AttachPoint != attachmentPt)
294 {
295 attachPos = Vector3.Zero;
296 }
297 }
234 group.AttachmentPoint = attachmentPt; 298 group.AttachmentPoint = attachmentPt;
235 group.AbsolutePosition = attachPos; 299 group.AbsolutePosition = attachPos;
236 300
237 // We also don't want to do any of the inventory operations for an NPC. 301 // We also don't want to do any of the inventory operations for an NPC.
238 if (sp.PresenceType != PresenceType.Npc) 302 if (sp.PresenceType != PresenceType.Npc)
239 { 303 {
@@ -268,6 +332,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
268 } 332 }
269 333
270 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 334 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
335 {
336 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
337 }
338
339 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
271 { 340 {
272 if (!Enabled) 341 if (!Enabled)
273 return null; 342 return null;
@@ -306,7 +375,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
306 return null; 375 return null;
307 } 376 }
308 377
309 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 378 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
310 379
311 if (att == null) 380 if (att == null)
312 DetachSingleAttachmentToInv(sp, itemID); 381 DetachSingleAttachmentToInv(sp, itemID);
@@ -370,7 +439,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
370 so.AttachedAvatar = UUID.Zero; 439 so.AttachedAvatar = UUID.Zero;
371 rootPart.SetParentLocalId(0); 440 rootPart.SetParentLocalId(0);
372 so.ClearPartAttachmentData(); 441 so.ClearPartAttachmentData();
373 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 442 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
374 so.HasGroupChanged = true; 443 so.HasGroupChanged = true;
375 rootPart.Rezzed = DateTime.Now; 444 rootPart.Rezzed = DateTime.Now;
376 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 445 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -587,16 +656,79 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
587 // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", 656 // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
588 // grp.Name, grp.LocalId, remoteClient.Name); 657 // grp.Name, grp.LocalId, remoteClient.Name);
589 658
590 InventoryItemBase newItem = m_invAccessModule.CopyToInventory( 659// Vector3 inventoryStoredPosition = new Vector3
591 DeRezAction.TakeCopy, 660// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
592 m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID, 661// ? (float)Constants.RegionSize - 6
593 new List<SceneObjectGroup> { grp }, 662// : grp.AbsolutePosition.X)
594 sp.ControllingClient, true)[0]; 663// ,
664// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
665// ? (float)Constants.RegionSize - 6
666// : grp.AbsolutePosition.Y,
667// grp.AbsolutePosition.Z);
668//
669// Vector3 originalPosition = grp.AbsolutePosition;
670//
671// grp.AbsolutePosition = inventoryStoredPosition;
672
673 // If we're being called from a script, then trying to serialize that same script's state will not complete
674 // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
675 // the client/server crashes rather than logging out normally, the attachment's scripts will resume
676 // without state on relog. Arguably, this is what we want anyway.
677 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
678
679// grp.AbsolutePosition = originalPosition;
680
681 AssetBase asset = m_scene.CreateAsset(
682 grp.GetPartName(grp.LocalId),
683 grp.GetPartDescription(grp.LocalId),
684 (sbyte)AssetType.Object,
685 Utils.StringToBytes(sceneObjectXml),
686 sp.UUID);
687
688 m_scene.AssetService.Store(asset);
689
690 InventoryItemBase item = new InventoryItemBase();
691 item.CreatorId = grp.RootPart.CreatorID.ToString();
692 item.CreatorData = grp.RootPart.CreatorData;
693 item.Owner = sp.UUID;
694 item.ID = UUID.Random();
695 item.AssetID = asset.FullID;
696 item.Description = asset.Description;
697 item.Name = asset.Name;
698 item.AssetType = asset.Type;
699 item.InvType = (int)InventoryType.Object;
700
701 InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
702 if (folder != null)
703 item.Folder = folder.ID;
704 else // oopsies
705 item.Folder = UUID.Zero;
706
707 // Nix the special bits we used to use for slam and the folded perms
708 uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
709
710 if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
711 {
712 item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
713 item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
714 item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
715 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
716 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
717 }
718 else
719 {
720 item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
721 item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
722 item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
723 item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
724 item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
725 }
726 item.CreationDate = Util.UnixTimeSinceEpoch();
595 727
596 // sets itemID so client can show item as 'attached' in inventory 728 // sets itemID so client can show item as 'attached' in inventory
597 grp.FromItemID = newItem.ID; 729 grp.FromItemID = item.ID;
598 730
599 return newItem; 731 return item;
600 } 732 }
601 733
602 // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. 734 // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
@@ -641,8 +773,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
641 } 773 }
642 } 774 }
643 775
644 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 776 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
645 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 777 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
646 { 778 {
647 if (m_invAccessModule == null) 779 if (m_invAccessModule == null)
648 return null; 780 return null;
@@ -660,10 +792,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
660 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 792 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
661 false, false, sp.UUID, true); 793 false, false, sp.UUID, true);
662 794
663 // m_log.DebugFormat( 795// m_log.DebugFormat(
664 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 796// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
665 // objatt.Name, remoteClient.Name, AttachmentPt); 797// objatt.Name, remoteClient.Name, AttachmentPt);
666 798
667 if (objatt != null) 799 if (objatt != null)
668 { 800 {
669 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 801 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -675,7 +807,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
675 // This will throw if the attachment fails 807 // This will throw if the attachment fails
676 try 808 try
677 { 809 {
678 AttachObject(sp, objatt, attachmentPt, false); 810 AttachObject(sp, objatt, attachmentPt, false, false);
679 } 811 }
680 catch (Exception e) 812 catch (Exception e)
681 { 813 {
@@ -688,10 +820,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
688 m_scene.DeleteSceneObject(objatt, false); 820 m_scene.DeleteSceneObject(objatt, false);
689 return null; 821 return null;
690 } 822 }
691 823
692 if (tainted) 824 if (tainted)
693 objatt.HasGroupChanged = true; 825 objatt.HasGroupChanged = true;
694 826
827 if (doc != null)
828 {
829 objatt.LoadScriptState(doc);
830 objatt.ResetOwnerChangeFlag();
831 }
832
695 // Fire after attach, so we don't get messy perms dialogs 833 // Fire after attach, so we don't get messy perms dialogs
696 // 4 == AttachedRez 834 // 4 == AttachedRez
697 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 835 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -709,7 +847,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
709 itemID, sp.Name, attachmentPt); 847 itemID, sp.Name, attachmentPt);
710 } 848 }
711 } 849 }
712 850
713 return null; 851 return null;
714 } 852 }
715 853
@@ -823,7 +961,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
823 AttachmentPt &= 0x7f; 961 AttachmentPt &= 0x7f;
824 962
825 // Calls attach with a Zero position 963 // Calls attach with a Zero position
826 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) 964 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
827 { 965 {
828// m_log.Debug( 966// m_log.Debug(
829// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId 967// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 5e89eec..acf0089 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
106 106
107 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup; 107 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup;
108 108
109 m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false); 109 m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false, false);
110 110
111 // Check status on scene presence 111 // Check status on scene presence
112 Assert.That(m_presence.HasAttachments(), Is.True); 112 Assert.That(m_presence.HasAttachments(), Is.True);
@@ -326,4 +326,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
326// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects"); 326// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
327// } 327// }
328 } 328 }
329} \ No newline at end of file 329}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 705233c..875c073 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -564,12 +564,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
564 /// <param name="client"></param> 564 /// <param name="client"></param>
565 private void Client_OnRequestWearables(IClientAPI client) 565 private void Client_OnRequestWearables(IClientAPI client)
566 { 566 {
567 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 567 Util.FireAndForget(delegate(object x)
568 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 568 {
569 if (sp != null) 569 Thread.Sleep(4000);
570 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 570
571 else 571 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
572 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 572 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
573 if (sp != null)
574 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
575 else
576 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
577 });
573 } 578 }
574 579
575 /// <summary> 580 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..6ffc7e6 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 UUID targetID = c.TargetUUID; 200 UUID targetID = c.TargetUUID;
190 string message = c.Message; 201 string message = c.Message;
@@ -208,7 +219,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
212 break; 226 break;
213 227
214 case ChatSourceType.Object: 228 case ChatSourceType.Object:
@@ -248,8 +262,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
248 ScenePresence presence = s.GetScenePresence(targetID); 262 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent) 263 if (presence != null && !presence.IsChildAgent)
250 { 264 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true)) 265 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
252 receiverIDs.Add(presence.UUID); 266 if (Presencecheck != null)
267 {
268 // This will pass all chat from objects. Not
269 // perfect, but it will do. For now. Better
270 // than the prior behavior of muting all
271 // objects on a parcel with access restrictions
272 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
273 {
274 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType, false))
275 receiverIDs.Add(presence.UUID);
276 }
277 }
253 } 278 }
254 } 279 }
255 } 280 }
@@ -293,26 +318,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 318 }
294 319
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 320 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 321 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 322
299 ((Scene)c.Scene).ForEachRootClient( 323 if (c.Scene != null)
300 delegate(IClientAPI client) 324 {
301 { 325 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 326 (
303 // non-owner agents 327 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 328 {
305 (null != c.SenderObject) && 329 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 330 // non-owner agents
307 return; 331 if ((c.Type == ChatTypeEnum.Owner) &&
308 332 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 333 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 334 return;
311 receiverIDs.Add(client.AgentId); 335
312 }); 336 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 337 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 338 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 339 }
340 );
341 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
342 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
343 }
316 } 344 }
317 345
318 /// <summary> 346 /// <summary>
@@ -358,5 +386,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 386
359 return true; 387 return true;
360 } 388 }
389
390 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
391 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
392 {
393 System.Threading.Timer Timer;
394 if (flags == 0)
395 {
396 FreezeCache.Add(target.ToString());
397 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
398 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
399 Timers.Add(target, Timer);
400 }
401 else
402 {
403 FreezeCache.Remove(target.ToString());
404 Timers.TryGetValue(target, out Timer);
405 Timers.Remove(target);
406 Timer.Dispose();
407 }
408 }
409
410 private void OnEndParcelFrozen(object avatar)
411 {
412 UUID target = (UUID)avatar;
413 FreezeCache.Remove(target.ToString());
414 System.Threading.Timer Timer;
415 Timers.TryGetValue(target, out Timer);
416 Timers.Remove(target);
417 Timer.Dispose();
418 }
361 } 419 }
362} 420}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..80554fb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,30 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 316 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
317 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 318 {
302 // Here, the recipient is local and we can assume that the 319 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 320 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 350 {
334 folder.ParentID = trashFolder.ID; 351 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 352 invService.MoveFolder(folder);
353 client.SendBulkUpdateInventory(folder);
336 } 354 }
337 } 355 }
338 356
@@ -433,22 +451,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 451 ///
434 /// </summary> 452 /// </summary>
435 /// <param name="msg"></param> 453 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 454 private void OnGridInstantMessage(GridInstantMessage im)
437 { 455 {
438 // Check if this is ours to handle 456 // Check if this is ours to handle
439 // 457 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 458 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 459
442 if (scene == null) 460 if (scene == null)
443 return; 461 return;
444 462
445 // Find agent to deliver to 463 // Find agent to deliver to
446 // 464 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 465 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
466 if (user == null)
467 return;
468
469 // This requires a little bit of processing because we have to make the
470 // new item visible in the recipient's inventory here
471 //
472 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
473 {
474 if (im.binaryBucket.Length < 17) // Invalid
475 return;
476
477 UUID recipientID = new UUID(im.toAgentID);
478
479 // First byte is the asset type
480 AssetType assetType = (AssetType)im.binaryBucket[0];
481
482 if (AssetType.Folder == assetType)
483 {
484 UUID folderID = new UUID(im.binaryBucket, 1);
448 485
449 // Just forward to local handling 486 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 487 new InventoryFolderBase(folderID, recipientID);
488 InventoryFolderBase folder =
489 scene.InventoryService.GetFolder(given);
451 490
491 if (folder != null)
492 user.ControllingClient.SendBulkUpdateInventory(folder);
493 }
494 else
495 {
496 UUID itemID = new UUID(im.binaryBucket, 1);
497
498 InventoryItemBase given =
499 new InventoryItemBase(itemID, recipientID);
500 InventoryItemBase item =
501 scene.InventoryService.GetItem(given);
502
503 if (item != null)
504 {
505 user.ControllingClient.SendBulkUpdateInventory(item);
506 }
507 }
508 user.ControllingClient.SendInstantMessage(im);
509 }
510 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
511 {
512 if (im.binaryBucket.Length < 1) // Invalid
513 return;
514
515 UUID recipientID = new UUID(im.toAgentID);
516
517 // Bucket is the asset type
518 AssetType assetType = (AssetType)im.binaryBucket[0];
519
520 if (AssetType.Folder == assetType)
521 {
522 UUID folderID = new UUID(im.imSessionID);
523
524 InventoryFolderBase given =
525 new InventoryFolderBase(folderID, recipientID);
526 InventoryFolderBase folder =
527 scene.InventoryService.GetFolder(given);
528
529 if (folder != null)
530 user.ControllingClient.SendBulkUpdateInventory(folder);
531 }
532 else
533 {
534 UUID itemID = new UUID(im.imSessionID);
535
536 InventoryItemBase given =
537 new InventoryItemBase(itemID, recipientID);
538 InventoryItemBase item =
539 scene.InventoryService.GetItem(given);
540
541 if (item != null)
542 {
543 user.ControllingClient.SendBulkUpdateInventory(item);
544 }
545 }
546
547 // Fix up binary bucket since this may be 17 chars long here
548 Byte[] bucket = new Byte[1];
549 bucket[0] = im.binaryBucket[0];
550 im.binaryBucket = bucket;
551
552 user.ControllingClient.SendInstantMessage(im);
553 }
554 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
555 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
556 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
558 {
559 user.ControllingClient.SendInstantMessage(im);
560 }
452 } 561 }
453 } 562 }
454} 563}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 7d82060..7b13213 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
146 146
147 protected virtual void OnNewClient(IClientAPI client) 147 protected virtual void OnNewClient(IClientAPI client)
148 { 148 {
149 client.OnTeleportHomeRequest += TeleportHome; 149 client.OnTeleportHomeRequest += TriggerTeleportHome;
150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
151 } 151 }
152 152
@@ -269,6 +269,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
269 sp.ControllingClient.SendTeleportStart(teleportFlags); 269 sp.ControllingClient.SendTeleportStart(teleportFlags);
270 270
271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
272 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
272 sp.Velocity = Vector3.Zero; 273 sp.Velocity = Vector3.Zero;
273 sp.Teleport(position); 274 sp.Teleport(position);
274 275
@@ -429,8 +430,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
429 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 430 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
430 // it's actually doing a lot of work. 431 // it's actually doing a lot of work.
431 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 432 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
432 433 if (endPoint == null || endPoint.Address == null)
433 if (endPoint.Address == null)
434 { 434 {
435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
@@ -776,7 +776,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
776 776
777 #region Teleport Home 777 #region Teleport Home
778 778
779 public virtual void TeleportHome(UUID id, IClientAPI client) 779 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
780 {
781 TeleportHome(id, client);
782 }
783
784 public virtual bool TeleportHome(UUID id, IClientAPI client)
780 { 785 {
781 m_log.DebugFormat( 786 m_log.DebugFormat(
782 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 787 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -786,12 +791,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
786 791
787 if (uinfo != null) 792 if (uinfo != null)
788 { 793 {
794 if (uinfo.HomeRegionID == UUID.Zero)
795 {
796 // can't find the Home region: Tell viewer and abort
797 client.SendTeleportFailed("You don't have a home position set.");
798 return false;
799 }
789 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 800 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
790 if (regionInfo == null) 801 if (regionInfo == null)
791 { 802 {
792 // can't find the Home region: Tell viewer and abort 803 // can't find the Home region: Tell viewer and abort
793 client.SendTeleportFailed("Your home region could not be found."); 804 client.SendTeleportFailed("Your home region could not be found.");
794 return; 805 return false;
795 } 806 }
796 807
797 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 808 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -804,10 +815,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
804 } 815 }
805 else 816 else
806 { 817 {
807 m_log.ErrorFormat( 818 // can't find the Home region: Tell viewer and abort
808 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 819 client.SendTeleportFailed("Your home region could not be found.");
809 client.Name, client.AgentId); 820 return false;
810 } 821 }
822 return true;
811 } 823 }
812 824
813 #endregion 825 #endregion
@@ -815,11 +827,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
815 827
816 #region Agent Crossings 828 #region Agent Crossings
817 829
818 public bool Cross(ScenePresence agent, bool isFlying) 830 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
819 { 831 {
820 Scene scene = agent.Scene; 832 version = String.Empty;
821 Vector3 pos = agent.AbsolutePosition; 833 newpos = new Vector3(pos.X, pos.Y, pos.Z);
822 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
823 uint neighbourx = scene.RegionInfo.RegionLocX; 834 uint neighbourx = scene.RegionInfo.RegionLocX;
824 uint neighboury = scene.RegionInfo.RegionLocY; 835 uint neighboury = scene.RegionInfo.RegionLocY;
825 const float boundaryDistance = 1.7f; 836 const float boundaryDistance = 1.7f;
@@ -840,52 +851,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
840 } 851 }
841 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 852 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
842 { 853 {
843 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 854 neighboury--;
844 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 855 newpos.Y = Constants.RegionSize - enterDistance;
845 {
846 neighboury--;
847 newpos.Y = Constants.RegionSize - enterDistance;
848 }
849 else
850 {
851 agent.IsInTransit = true;
852
853 neighboury = b.TriggerRegionY;
854 neighbourx = b.TriggerRegionX;
855
856 Vector3 newposition = pos;
857 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
858 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
859 agent.ControllingClient.SendAgentAlertMessage(
860 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
861 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
862 return true;
863 }
864 }
865
866 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
867 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
868 {
869 neighbourx--;
870 newpos.X = Constants.RegionSize - enterDistance;
871 }
872 else
873 {
874 agent.IsInTransit = true;
875
876 neighboury = ba.TriggerRegionY;
877 neighbourx = ba.TriggerRegionX;
878
879 Vector3 newposition = pos;
880 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
881 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
882 agent.ControllingClient.SendAgentAlertMessage(
883 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
884 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
885
886 return true;
887 } 856 }
888 857
858 neighbourx--;
859 newpos.X = Constants.RegionSize - enterDistance;
889 } 860 }
890 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 861 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
891 { 862 {
@@ -895,26 +866,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
895 866
896 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 867 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
897 { 868 {
898 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 869 neighboury--;
899 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 870 newpos.Y = Constants.RegionSize - enterDistance;
900 {
901 neighboury--;
902 newpos.Y = Constants.RegionSize - enterDistance;
903 }
904 else
905 {
906 agent.IsInTransit = true;
907
908 neighboury = ba.TriggerRegionY;
909 neighbourx = ba.TriggerRegionX;
910 Vector3 newposition = pos;
911 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
912 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
913 agent.ControllingClient.SendAgentAlertMessage(
914 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
915 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
916 return true;
917 }
918 } 871 }
919 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 872 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
920 { 873 {
@@ -926,25 +879,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
926 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 879 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
927 { 880 {
928 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 881 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
929 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 882 neighboury--;
930 { 883 newpos.Y = Constants.RegionSize - enterDistance;
931 neighboury--;
932 newpos.Y = Constants.RegionSize - enterDistance;
933 }
934 else
935 {
936 agent.IsInTransit = true;
937
938 neighboury = b.TriggerRegionY;
939 neighbourx = b.TriggerRegionX;
940 Vector3 newposition = pos;
941 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
942 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
943 agent.ControllingClient.SendAgentAlertMessage(
944 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
945 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
946 return true;
947 }
948 } 884 }
949 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 885 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
950 { 886 {
@@ -978,19 +914,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
978 } 914 }
979 */ 915 */
980 916
981 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 917 xDest = neighbourx;
918 yDest = neighboury;
982 919
983 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 920 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
984 921
922 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
923
985 ExpiringCache<ulong, DateTime> r; 924 ExpiringCache<ulong, DateTime> r;
986 DateTime banUntil; 925 DateTime banUntil;
987 926
988 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 927 if (m_bannedRegions.TryGetValue(agentID, out r))
989 { 928 {
990 if (r.TryGetValue(neighbourHandle, out banUntil)) 929 if (r.TryGetValue(neighbourHandle, out banUntil))
991 { 930 {
992 if (DateTime.Now < banUntil) 931 if (DateTime.Now < banUntil)
993 return false; 932 return null;
994 r.Remove(neighbourHandle); 933 r.Remove(neighbourHandle);
995 } 934 }
996 } 935 }
@@ -1002,28 +941,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1002 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 941 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1003 942
1004 string reason; 943 string reason;
1005 string version; 944 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1006 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1007 { 945 {
1008 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1009 if (r == null) 946 if (r == null)
1010 { 947 {
1011 r = new ExpiringCache<ulong, DateTime>(); 948 r = new ExpiringCache<ulong, DateTime>();
1012 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 949 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1013 950
1014 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 951 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1015 } 952 }
1016 else 953 else
1017 { 954 {
1018 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 955 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1019 } 956 }
957 return null;
958 }
959
960 return neighbourRegion;
961 }
962
963 public bool Cross(ScenePresence agent, bool isFlying)
964 {
965 uint x;
966 uint y;
967 Vector3 newpos;
968 string version;
969
970 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
971 if (neighbourRegion == null)
972 {
973 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1020 return false; 974 return false;
1021 } 975 }
1022 976
1023 agent.IsInTransit = true; 977 agent.IsInTransit = true;
1024 978
1025 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 979 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1026 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 980 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1027 981
1028 return true; 982 return true;
1029 } 983 }
@@ -1080,13 +1034,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1080 icon.EndInvoke(iar); 1034 icon.EndInvoke(iar);
1081 } 1035 }
1082 1036
1083 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1084
1085 /// <summary> 1037 /// <summary>
1086 /// This Closes child agents on neighbouring regions 1038 /// This Closes child agents on neighbouring regions
1087 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1039 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1088 /// </summary> 1040 /// </summary>
1089 protected ScenePresence CrossAgentToNewRegionAsync( 1041 public ScenePresence CrossAgentToNewRegionAsync(
1090 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1042 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1091 bool isFlying, string version) 1043 bool isFlying, string version)
1092 { 1044 {
@@ -1293,10 +1245,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1293 agent.Id0 = currentAgentCircuit.Id0; 1245 agent.Id0 = currentAgentCircuit.Id0;
1294 } 1246 }
1295 1247
1296 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1248 IPEndPoint external = region.ExternalEndPoint;
1297 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1249 if (external != null)
1250 {
1251 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1252 d.BeginInvoke(sp, agent, region, external, true,
1298 InformClientOfNeighbourCompleted, 1253 InformClientOfNeighbourCompleted,
1299 d); 1254 d);
1255 }
1300 } 1256 }
1301 #endregion 1257 #endregion
1302 1258
@@ -1876,27 +1832,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1876 Utils.LongToUInts(newRegionHandle, out x, out y); 1832 Utils.LongToUInts(newRegionHandle, out x, out y);
1877 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1833 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1878 1834
1879 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1835 if (destination != null)
1880 { 1836 {
1881 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1837 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1838 return; // we did it
1839 }
1882 1840
1883 // We are going to move the object back to the old position so long as the old position 1841 // no one or failed lets go back and tell physics to go on
1884 // is in the region 1842 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1885 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1843 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1886 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1844 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1887 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1888 1845
1889 grp.RootPart.GroupPosition = oldGroupPosition; 1846 grp.AbsolutePosition = oldGroupPosition;
1847 grp.Velocity = Vector3.Zero;
1890 1848
1891 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1849 if (grp.RootPart.PhysActor != null)
1892 // move out of the region creating an infinite loop of failed attempts to cross 1850 grp.RootPart.PhysActor.CrossingFailure();
1893 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1894 1851
1895 grp.ScheduleGroupForFullUpdate(); 1852 grp.ScheduleGroupForFullUpdate();
1896 }
1897 } 1853 }
1898 1854
1899 1855
1856
1900 /// <summary> 1857 /// <summary>
1901 /// Move the given scene object into a new region 1858 /// Move the given scene object into a new region
1902 /// </summary> 1859 /// </summary>
@@ -1953,7 +1910,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1953 { 1910 {
1954 PhysicsActor pa = grp.RootPart.PhysActor; 1911 PhysicsActor pa = grp.RootPart.PhysActor;
1955 if (pa != null) 1912 if (pa != null)
1913 {
1956 pa.CrossingFailure(); 1914 pa.CrossingFailure();
1915 if (grp.RootPart.KeyframeMotion != null)
1916 {
1917 grp.RootPart.Velocity = Vector3.Zero;
1918 grp.RootPart.KeyframeMotion.CrossingFailure();
1919 grp.SendGroupRootTerseUpdate();
1920 }
1921 }
1957 } 1922 }
1958 1923
1959 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1924 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
@@ -2034,4 +1999,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2034 #endregion 1999 #endregion
2035 2000
2036 } 2001 }
2037} \ No newline at end of file 2002}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 43a72e2..7e71fd1 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -195,7 +195,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
196 } 196 }
197 197
198 public override void TeleportHome(UUID id, IClientAPI client) 198 public void TriggerTeleportHome(UUID id, IClientAPI client)
199 {
200 TeleportHome(id, client);
201 }
202
203 public override bool TeleportHome(UUID id, IClientAPI client)
199 { 204 {
200 m_log.DebugFormat( 205 m_log.DebugFormat(
201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 206 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -206,8 +211,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
206 { 211 {
207 // local grid user 212 // local grid user
208 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 213 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
209 base.TeleportHome(id, client); 214 return base.TeleportHome(id, client);
210 return;
211 } 215 }
212 216
213 // Foreign user wants to go home 217 // Foreign user wants to go home
@@ -217,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
217 { 221 {
218 client.SendTeleportFailed("Your information has been lost"); 222 client.SendTeleportFailed("Your information has been lost");
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
220 return; 224 return false;
221 } 225 }
222 226
223 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -227,7 +231,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
227 { 231 {
228 client.SendTeleportFailed("Your home region could not be found"); 232 client.SendTeleportFailed("Your home region could not be found");
229 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
230 return; 234 return false;
231 } 235 }
232 236
233 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -235,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
235 { 239 {
236 client.SendTeleportFailed("Internal error"); 240 client.SendTeleportFailed("Internal error");
237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
238 return; 242 return false;
239 } 243 }
240 244
241 GridRegion homeGatekeeper = MakeRegion(aCircuit); 245 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -243,9 +247,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
243 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
244 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
245 249
246 DoTeleport( 250 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
247 sp, homeGatekeeper, finalDestination, 251 return true;
248 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
249 } 252 }
250 253
251 /// <summary> 254 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 7d51eed..d30c2e2 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -359,6 +359,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
359 359
360 foreach (SceneObjectGroup objectGroup in objlist) 360 foreach (SceneObjectGroup objectGroup in objlist)
361 { 361 {
362 if (objectGroup.RootPart.KeyframeMotion != null)
363 objectGroup.RootPart.KeyframeMotion.Stop();
364 objectGroup.RootPart.SetForce(Vector3.Zero);
365 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
366 objectGroup.RootPart.KeyframeMotion = null;
367
362 Vector3 inventoryStoredPosition = new Vector3 368 Vector3 inventoryStoredPosition = new Vector3
363 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 369 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
364 ? 250 370 ? 250
@@ -369,9 +375,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
369 : objectGroup.AbsolutePosition.Y, 375 : objectGroup.AbsolutePosition.Y,
370 objectGroup.AbsolutePosition.Z); 376 objectGroup.AbsolutePosition.Z);
371 377
378 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
372 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 379 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
373 380
381 // Restore attachment data after trip through the sim
382 if (objectGroup.RootPart.AttachPoint > 0)
383 {
384 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
385 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
386 }
387 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
388
374 objectGroup.AbsolutePosition = inventoryStoredPosition; 389 objectGroup.AbsolutePosition = inventoryStoredPosition;
390 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
375 391
376 // Make sure all bits but the ones we want are clear 392 // Make sure all bits but the ones we want are clear
377 // on take. 393 // on take.
@@ -489,8 +505,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
489 IClientAPI remoteClient) 505 IClientAPI remoteClient)
490 { 506 {
491 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 507 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
508 // For the porposes of inventory, an object is modify if the prims
509 // are modify. This allows renaming an object that contains no
510 // mod items.
492 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 511 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
493 effectivePerms &= grp.GetEffectivePermissions(); 512 {
513 uint groupPerms = grp.GetEffectivePermissions(true);
514 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
515 groupPerms |= (uint)PermissionMask.Modify;
516
517 effectivePerms &= groupPerms;
518 }
494 effectivePerms |= (uint)PermissionMask.Move; 519 effectivePerms |= (uint)PermissionMask.Move;
495 520
496 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 521 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -669,7 +694,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
669 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 694 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
670 { 695 {
671 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 696 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
672 folder = m_Scene.InventoryService.GetFolder(f); 697 if (f != null)
698 folder = m_Scene.InventoryService.GetFolder(f);
673 } 699 }
674 } 700 }
675 701
@@ -699,16 +725,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
699 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 725 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
700 { 726 {
701// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 727// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
702
703 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 728 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
704 item = m_Scene.InventoryService.GetItem(item); 729 item = m_Scene.InventoryService.GetItem(item);
705 730
706 if (item == null) 731 if (item == null)
707 { 732 {
708 m_log.WarnFormat(
709 "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
710 itemID, remoteClient.Name);
711
712 return null; 733 return null;
713 } 734 }
714 735
@@ -759,6 +780,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
759 if (e == null || attachment) // Single 780 if (e == null || attachment) // Single
760 { 781 {
761 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 782 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
783 if (!attachment)
784 {
785 g.RootPart.AttachPoint = g.RootPart.Shape.State;
786 g.RootPart.AttachOffset = g.AbsolutePosition;
787 g.RootPart.AttachRotation = g.GroupRotation;
788 g.RootPart.Shape.State = 0;
789 }
762 790
763 objlist.Add(g); 791 objlist.Add(g);
764 veclist.Add(new Vector3(0, 0, 0)); 792 veclist.Add(new Vector3(0, 0, 0));
@@ -788,6 +816,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
788 foreach (XmlNode n in groups) 816 foreach (XmlNode n in groups)
789 { 817 {
790 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 818 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
819 g.RootPart.AttachPoint = g.RootPart.Shape.State;
820 g.RootPart.AttachOffset = g.AbsolutePosition;
821 g.RootPart.AttachRotation = g.GroupRotation;
822 g.RootPart.Shape.State = 0;
791 823
792 objlist.Add(g); 824 objlist.Add(g);
793 XmlElement el = (XmlElement)n; 825 XmlElement el = (XmlElement)n;
@@ -807,12 +839,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
807 } 839 }
808 } 840 }
809 841
842 int primcount = 0;
843 foreach (SceneObjectGroup g in objlist)
844 primcount += g.PrimCount;
845
846 if (!m_Scene.Permissions.CanRezObject(
847 primcount, remoteClient.AgentId, pos)
848 && !attachment)
849 {
850 // The client operates in no fail mode. It will
851 // have already removed the item from the folder
852 // if it's no copy.
853 // Put it back if it's not an attachment
854 //
855 if (item != null)
856 {
857 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
858 remoteClient.SendBulkUpdateInventory(item);
859 }
860
861 return null;
862 }
863
810 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 864 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
811 return null; 865 return null;
812 866
813 for (int i = 0; i < objlist.Count; i++) 867 for (int i = 0; i < objlist.Count; i++)
814 { 868 {
815 group = objlist[i]; 869 group = objlist[i];
870 SceneObjectPart rootPart = group.RootPart;
816 871
817// m_log.DebugFormat( 872// m_log.DebugFormat(
818// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 873// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -873,8 +928,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
873 928
874 if (!attachment) 929 if (!attachment)
875 { 930 {
876 SceneObjectPart rootPart = group.RootPart;
877
878 if (rootPart.Shape.PCode == (byte)PCode.Prim) 931 if (rootPart.Shape.PCode == (byte)PCode.Prim)
879 group.ClearPartAttachmentData(); 932 group.ClearPartAttachmentData();
880 933
@@ -892,6 +945,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
892// remoteClient.Name); 945// remoteClient.Name);
893 } 946 }
894 947
948 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
949
895 if (item != null) 950 if (item != null)
896 DoPostRezWhenFromItem(item, attachment); 951 DoPostRezWhenFromItem(item, attachment);
897 952
@@ -970,8 +1025,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
970 { 1025 {
971 rootPart.Name = item.Name; 1026 rootPart.Name = item.Name;
972 rootPart.Description = item.Description; 1027 rootPart.Description = item.Description;
973 rootPart.ObjectSaleType = item.SaleType; 1028 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
974 rootPart.SalePrice = item.SalePrice; 1029 {
1030 rootPart.ObjectSaleType = item.SaleType;
1031 rootPart.SalePrice = item.SalePrice;
1032 }
975 } 1033 }
976 1034
977 so.FromFolderID = item.Folder; 1035 so.FromFolderID = item.Folder;
@@ -981,7 +1039,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
981// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1039// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
982 1040
983 if ((rootPart.OwnerID != item.Owner) || 1041 if ((rootPart.OwnerID != item.Owner) ||
984 (item.CurrentPermissions & 16) != 0) 1042 (item.CurrentPermissions & 16) != 0 ||
1043 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
985 { 1044 {
986 //Need to kill the for sale here 1045 //Need to kill the for sale here
987 rootPart.ObjectSaleType = 0; 1046 rootPart.ObjectSaleType = 0;
@@ -991,31 +1050,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
991 { 1050 {
992 foreach (SceneObjectPart part in so.Parts) 1051 foreach (SceneObjectPart part in so.Parts)
993 { 1052 {
994 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
995 {
996 part.EveryoneMask = item.EveryOnePermissions;
997 part.NextOwnerMask = item.NextPermissions;
998 }
999 part.GroupMask = 0; // DO NOT propagate here 1053 part.GroupMask = 0; // DO NOT propagate here
1054
1055 part.LastOwnerID = part.OwnerID;
1056 part.OwnerID = item.Owner;
1057 part.Inventory.ChangeInventoryOwner(item.Owner);
1000 } 1058 }
1001 1059
1002 so.ApplyNextOwnerPermissions(); 1060 so.ApplyNextOwnerPermissions();
1061
1062 // In case the user has changed flags on a received item
1063 // we have to apply those changes after the slam. Else we
1064 // get a net loss of permissions
1065 foreach (SceneObjectPart part in so.Parts)
1066 {
1067 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1068 {
1069 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1070 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1072 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1073 }
1074 }
1003 } 1075 }
1004 } 1076 }
1005 1077 else
1006 foreach (SceneObjectPart part in so.Parts)
1007 { 1078 {
1008 part.FromUserInventoryItemID = fromUserInventoryItemId; 1079 foreach (SceneObjectPart part in so.Parts)
1009
1010 if ((part.OwnerID != item.Owner) ||
1011 (item.CurrentPermissions & 16) != 0)
1012 { 1080 {
1013 part.Inventory.ChangeInventoryOwner(item.Owner); 1081 part.FromUserInventoryItemID = fromUserInventoryItemId;
1014 part.GroupMask = 0; // DO NOT propagate here 1082
1083 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1084 part.EveryoneMask = item.EveryOnePermissions;
1085 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1086 part.NextOwnerMask = item.NextPermissions;
1087 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1088 part.GroupMask = item.GroupPermissions;
1015 } 1089 }
1016
1017 part.EveryoneMask = item.EveryOnePermissions;
1018 part.NextOwnerMask = item.NextPermissions;
1019 } 1090 }
1020 1091
1021 rootPart.TrimPermissions(); 1092 rootPart.TrimPermissions();
@@ -1153,4 +1224,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1153 1224
1154 #endregion 1225 #endregion
1155 } 1226 }
1156} \ No newline at end of file 1227}
diff --git a/OpenSim/Region/CoreModules/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 d2cd163..1865ab8 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;
@@ -162,7 +163,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
162 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 163 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
163 return urlcode; 164 return urlcode;
164 } 165 }
165 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 166 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
166 167
167 UrlData urlData = new UrlData(); 168 UrlData urlData = new UrlData();
168 urlData.hostID = host.UUID; 169 urlData.hostID = host.UUID;
@@ -171,10 +172,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
171 urlData.url = url; 172 urlData.url = url;
172 urlData.urlcode = urlcode; 173 urlData.urlcode = urlcode;
173 urlData.requests = new Dictionary<UUID, RequestData>(); 174 urlData.requests = new Dictionary<UUID, RequestData>();
174 175
175 m_UrlMap[url] = urlData; 176 m_UrlMap[url] = urlData;
176 177
177 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 178 string uri = "/lslhttp/" + urlcode.ToString();
178 179
179 m_HttpServer.AddPollServiceHTTPHandler( 180 m_HttpServer.AddPollServiceHTTPHandler(
180 uri, 181 uri,
@@ -247,12 +248,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
247 return; 248 return;
248 } 249 }
249 250
250 foreach (UUID req in data.requests.Keys) 251 lock (m_RequestMap)
251 m_RequestMap.Remove(req); 252 {
252 253 foreach (UUID req in data.requests.Keys)
253 m_log.DebugFormat( 254 m_RequestMap.Remove(req);
254 "[URL MODULE]: Releasing url {0} for {1} in {2}", 255 }
255 url, data.itemID, data.hostID); 256
257// m_log.DebugFormat(
258// "[URL MODULE]: Releasing url {0} for {1} in {2}",
259// url, data.itemID, data.hostID);
256 260
257 RemoveUrl(data); 261 RemoveUrl(data);
258 m_UrlMap.Remove(url); 262 m_UrlMap.Remove(url);
@@ -261,32 +265,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
261 265
262 public void HttpResponse(UUID request, int status, string body) 266 public void HttpResponse(UUID request, int status, string body)
263 { 267 {
264 if (m_RequestMap.ContainsKey(request)) 268 lock (m_RequestMap)
265 {
266 UrlData urlData = m_RequestMap[request];
267 urlData.requests[request].responseCode = status;
268 urlData.requests[request].responseBody = body;
269 //urlData.requests[request].ev.Set();
270 urlData.requests[request].requestDone =true;
271 }
272 else
273 { 269 {
274 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 270 if (m_RequestMap.ContainsKey(request))
271 {
272 UrlData urlData = m_RequestMap[request];
273 if (!urlData.requests[request].responseSent)
274 {
275 urlData.requests[request].responseCode = status;
276 urlData.requests[request].responseBody = body;
277 //urlData.requests[request].ev.Set();
278 urlData.requests[request].requestDone = true;
279 urlData.requests[request].responseSent = true;
280 }
281 }
282 else
283 {
284 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
285 }
275 } 286 }
276 } 287 }
277 288
278 public string GetHttpHeader(UUID requestId, string header) 289 public string GetHttpHeader(UUID requestId, string header)
279 { 290 {
280 if (m_RequestMap.ContainsKey(requestId)) 291 lock (m_RequestMap)
281 {
282 UrlData urlData=m_RequestMap[requestId];
283 string value;
284 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
285 return value;
286 }
287 else
288 { 292 {
289 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 293 if (m_RequestMap.ContainsKey(requestId))
294 {
295 UrlData urlData = m_RequestMap[requestId];
296 string value;
297 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
298 return value;
299 }
300 else
301 {
302 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
303 }
290 } 304 }
291 return String.Empty; 305 return String.Empty;
292 } 306 }
@@ -310,8 +324,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
310 { 324 {
311 RemoveUrl(url.Value); 325 RemoveUrl(url.Value);
312 removeURLs.Add(url.Key); 326 removeURLs.Add(url.Key);
313 foreach (UUID req in url.Value.requests.Keys) 327 lock (m_RequestMap)
314 m_RequestMap.Remove(req); 328 {
329 foreach (UUID req in url.Value.requests.Keys)
330 m_RequestMap.Remove(req);
331 }
315 } 332 }
316 } 333 }
317 334
@@ -332,8 +349,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
332 { 349 {
333 RemoveUrl(url.Value); 350 RemoveUrl(url.Value);
334 removeURLs.Add(url.Key); 351 removeURLs.Add(url.Key);
335 foreach (UUID req in url.Value.requests.Keys) 352 lock (m_RequestMap)
336 m_RequestMap.Remove(req); 353 {
354 foreach (UUID req in url.Value.requests.Keys)
355 m_RequestMap.Remove(req);
356 }
337 } 357 }
338 } 358 }
339 359
@@ -352,14 +372,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
352 { 372 {
353 Hashtable response = new Hashtable(); 373 Hashtable response = new Hashtable();
354 UrlData url; 374 UrlData url;
375 int startTime = 0;
355 lock (m_RequestMap) 376 lock (m_RequestMap)
356 { 377 {
357 if (!m_RequestMap.ContainsKey(requestID)) 378 if (!m_RequestMap.ContainsKey(requestID))
358 return response; 379 return response;
359 url = m_RequestMap[requestID]; 380 url = m_RequestMap[requestID];
381 startTime = url.requests[requestID].startTime;
360 } 382 }
361 383
362 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 384 if (System.Environment.TickCount - startTime > 25000)
363 { 385 {
364 response["int_response_code"] = 500; 386 response["int_response_code"] = 500;
365 response["str_response_string"] = "Script timeout"; 387 response["str_response_string"] = "Script timeout";
@@ -368,9 +390,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
368 response["reusecontext"] = false; 390 response["reusecontext"] = false;
369 391
370 //remove from map 392 //remove from map
371 lock (url) 393 lock (url.requests)
372 { 394 {
373 url.requests.Remove(requestID); 395 url.requests.Remove(requestID);
396 }
397 lock (m_RequestMap)
398 {
374 m_RequestMap.Remove(requestID); 399 m_RequestMap.Remove(requestID);
375 } 400 }
376 401
@@ -392,22 +417,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
392 return false; 417 return false;
393 } 418 }
394 url = m_RequestMap[requestID]; 419 url = m_RequestMap[requestID];
420 }
421 lock (url.requests)
422 {
395 if (!url.requests.ContainsKey(requestID)) 423 if (!url.requests.ContainsKey(requestID))
396 { 424 {
397 return false; 425 return false;
398 } 426 }
427 else
428 {
429 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
430 {
431 return true;
432 }
433 if (url.requests[requestID].requestDone)
434 return true;
435 else
436 return false;
437 }
399 } 438 }
400
401 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
402 {
403 return true;
404 }
405
406 if (url.requests[requestID].requestDone)
407 return true;
408 else
409 return false;
410
411 } 439 }
412 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 440 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
413 { 441 {
@@ -419,9 +447,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
419 if (!m_RequestMap.ContainsKey(requestID)) 447 if (!m_RequestMap.ContainsKey(requestID))
420 return NoEvents(requestID,sessionID); 448 return NoEvents(requestID,sessionID);
421 url = m_RequestMap[requestID]; 449 url = m_RequestMap[requestID];
450 }
451 lock (url.requests)
452 {
422 requestData = url.requests[requestID]; 453 requestData = url.requests[requestID];
423 } 454 }
424 455
425 if (!requestData.requestDone) 456 if (!requestData.requestDone)
426 return NoEvents(requestID,sessionID); 457 return NoEvents(requestID,sessionID);
427 458
@@ -444,14 +475,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
444 response["reusecontext"] = false; 475 response["reusecontext"] = false;
445 476
446 //remove from map 477 //remove from map
447 lock (url) 478 lock (url.requests)
448 { 479 {
449 url.requests.Remove(requestID); 480 url.requests.Remove(requestID);
481 }
482 lock (m_RequestMap)
483 {
450 m_RequestMap.Remove(requestID); 484 m_RequestMap.Remove(requestID);
451 } 485 }
452 486
453 return response; 487 return response;
454 } 488 }
489
455 public void HttpRequestHandler(UUID requestID, Hashtable request) 490 public void HttpRequestHandler(UUID requestID, Hashtable request)
456 { 491 {
457 lock (request) 492 lock (request)
@@ -467,8 +502,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
467 502
468 int pos1 = uri.IndexOf("/");// /lslhttp 503 int pos1 = uri.IndexOf("/");// /lslhttp
469 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 504 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
470 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 505 int pos3 = pos2 + 37; // /lslhttp/urlcode
471 string uri_tmp = uri.Substring(0, pos3 + 1); 506 string uri_tmp = uri.Substring(0, pos3);
472 //HTTP server code doesn't provide us with QueryStrings 507 //HTTP server code doesn't provide us with QueryStrings
473 string pathInfo; 508 string pathInfo;
474 string queryString; 509 string queryString;
@@ -477,10 +512,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
477 pathInfo = uri.Substring(pos3); 512 pathInfo = uri.Substring(pos3);
478 513
479 UrlData url = null; 514 UrlData url = null;
515 string urlkey;
480 if (!is_ssl) 516 if (!is_ssl)
481 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 517 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
518 //m_UrlMap[];
482 else 519 else
483 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 520 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
521
522 if (m_UrlMap.ContainsKey(urlkey))
523 {
524 url = m_UrlMap[urlkey];
525 }
526 else
527 {
528 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
529 }
484 530
485 //for llGetHttpHeader support we need to store original URI here 531 //for llGetHttpHeader support we need to store original URI here
486 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 532 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -510,7 +556,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
510 if (request.ContainsKey(key)) 556 if (request.ContainsKey(key))
511 { 557 {
512 string val = (String)request[key]; 558 string val = (String)request[key];
513 queryString = queryString + key + "=" + val + "&"; 559 if (key != "")
560 {
561 queryString = queryString + key + "=" + val + "&";
562 }
563 else
564 {
565 queryString = queryString + val + "&";
566 }
514 } 567 }
515 } 568 }
516 if (queryString.Length > 1) 569 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 322a9f8..6cd077a 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -247,4 +250,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
247 } 250 }
248 } 251 }
249 } 252 }
250} \ No newline at end of file 253}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 026c6c8..008992e 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -301,6 +301,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 return false; 301 return false;
302 } 302 }
303 303
304 public bool CloseChildAgent(GridRegion destination, UUID id)
305 {
306 return CloseAgent(destination, id);
307 }
308
304 public bool CloseAgent(GridRegion destination, UUID id) 309 public bool CloseAgent(GridRegion destination, UUID id)
305 { 310 {
306 if (destination == null) 311 if (destination == null)
@@ -308,14 +313,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
308 313
309 if (m_scenes.ContainsKey(destination.RegionID)) 314 if (m_scenes.ContainsKey(destination.RegionID))
310 { 315 {
311// m_log.DebugFormat(
312// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
313// s.RegionInfo.RegionName, destination.RegionHandle);
314
315 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); }); 316 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); });
316 return true; 317 return true;
317 } 318 }
318
319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
320 return false; 320 return false;
321 } 321 }
@@ -392,4 +392,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
392 392
393 #endregion 393 #endregion
394 } 394 }
395} \ No newline at end of file 395}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index f980f68..d395413 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -260,6 +260,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
260 return false; 260 return false;
261 } 261 }
262 262
263 public bool CloseChildAgent(GridRegion destination, UUID id)
264 {
265 if (destination == null)
266 return false;
267
268 // Try local first
269 if (m_localBackend.CloseChildAgent(destination, id))
270 return true;
271
272 // else do the remote thing
273 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
274 return m_remoteConnector.CloseChildAgent(destination, id);
275
276 return false;
277 }
263 278
264 public bool CloseAgent(GridRegion destination, UUID id) 279 public bool CloseAgent(GridRegion destination, UUID id)
265 { 280 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2b61800..619550c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -311,6 +311,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
311 // being no copy/no mod for everyone 311 // being no copy/no mod for everyone
312 lock (part.TaskInventory) 312 lock (part.TaskInventory)
313 { 313 {
314 if (!ResolveUserUuid(part.CreatorID))
315 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
316
317 if (!ResolveUserUuid(part.OwnerID))
318 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
319
320 if (!ResolveUserUuid(part.LastOwnerID))
321 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
322
323 // And zap any troublesome sit target information
324 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
325 part.SitTargetPosition = new Vector3(0, 0, 0);
326
327 // Fix ownership/creator of inventory items
328 // Not doing so results in inventory items
329 // being no copy/no mod for everyone
330 part.TaskInventory.LockItemsForRead(true);
314 TaskInventoryDictionary inv = part.TaskInventory; 331 TaskInventoryDictionary inv = part.TaskInventory;
315 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 332 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
316 { 333 {
@@ -326,6 +343,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
326 if (UserManager != null) 343 if (UserManager != null)
327 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 344 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
328 } 345 }
346 part.TaskInventory.LockItemsForRead(false);
329 } 347 }
330 } 348 }
331 349
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..fdef9d8 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -59,8 +61,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
59 public event ChangeDelegate OnEstateInfoChange; 61 public event ChangeDelegate OnEstateInfoChange;
60 public event MessageDelegate OnEstateMessage; 62 public event MessageDelegate OnEstateMessage;
61 63
64 private int m_delayCount = 0;
65
62 #region Packet Data Responders 66 #region Packet Data Responders
63 67
68 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
69 {
70 sendDetailedEstateData(remote_client, invoice);
71 sendEstateLists(remote_client, invoice);
72 }
73
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 74 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 75 {
66 uint sun = 0; 76 uint sun = 0;
@@ -83,7 +93,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 93 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 94 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 95 estateOwner);
96 }
86 97
98 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
99 {
87 remote_client.SendEstateList(invoice, 100 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 101 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 102 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +270,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 270 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 271 if (restartModule != null)
259 { 272 {
273 if (timeInSeconds == -1)
274 {
275 m_delayCount++;
276 if (m_delayCount > 3)
277 return;
278
279 restartModule.DelayRestart(3600, "Restart delayed by region manager");
280 return;
281 }
282
260 List<int> times = new List<int>(); 283 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 284 while (timeInSeconds > 0)
262 { 285 {
@@ -269,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 292 timeInSeconds -= 15;
270 } 293 }
271 294
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 295 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 296 }
274 } 297 }
275 298
@@ -477,7 +500,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 500 {
478 if (!s.IsChildAgent) 501 if (!s.IsChildAgent)
479 { 502 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 503 if (!Scene.TeleportClientHome(user, s.ControllingClient))
504 {
505 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
506 s.ControllingClient.Close();
507 }
481 } 508 }
482 } 509 }
483 510
@@ -486,7 +513,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 513 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 514 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 515 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 516 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 517 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 518 }
492 else 519 else
@@ -541,7 +568,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 568 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 569 }
543 570
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 571 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 572 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 573 }
547 else 574 else
@@ -700,7 +727,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 727 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 728 if (s != null)
702 { 729 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 730 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
731 {
732 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
733 s.ControllingClient.Close();
734 }
704 } 735 }
705 } 736 }
706 } 737 }
@@ -718,7 +749,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 749 // Also make sure they are actually in the region
719 ScenePresence p; 750 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 751 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 752 {
753 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
754 {
755 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
756 p.ControllingClient.Close();
757 }
758 }
722 } 759 }
723 }); 760 });
724 } 761 }
@@ -1081,6 +1118,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1118
1082 public void AddRegion(Scene scene) 1119 public void AddRegion(Scene scene)
1083 { 1120 {
1121 m_regionChangeTimer.AutoReset = false;
1122 m_regionChangeTimer.Interval = 2000;
1123 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1124
1084 Scene = scene; 1125 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1126 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1127 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1172,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1172
1132 private void EventManager_OnNewClient(IClientAPI client) 1173 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1174 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1175 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1176 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1177// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1178 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1224,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1224 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1225 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1226 flags |= RegionFlags.BlockParcelSearch;
1227 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1228 flags |= (RegionFlags)(1 << 11);
1229 if (Scene.RegionInfo.RegionSettings.Casino)
1230 flags |= (RegionFlags)(1 << 10);
1186 1231
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1232 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1233 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1235,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1235 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1236 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1237 flags |= RegionFlags.AllowVoice;
1238 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1239 flags |= RegionFlags.AllowLandmark;
1240 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1241 flags |= RegionFlags.AllowSetHome;
1242 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1243 flags |= RegionFlags.BlockDwell;
1244 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1245 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1246
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1247
1199 // TODO: SkipUpdateInterestList 1248 // TODO: SkipUpdateInterestList
1200 1249
@@ -1235,6 +1284,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1284 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1285 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1286 flags |= RegionFlags.TaxFree;
1287 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1288 flags |= RegionFlags.AllowLandmark;
1289 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1290 flags |= RegionFlags.AllowParcelChanges;
1291 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1292 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1293 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1294 flags |= (RegionFlags)(1 << 30);
1240 1295
@@ -1255,6 +1310,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1310
1256 public void TriggerRegionInfoChange() 1311 public void TriggerRegionInfoChange()
1257 { 1312 {
1313 m_regionChangeTimer.Stop();
1314 m_regionChangeTimer.Start();
1315 }
1316
1317 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1318 {
1258 ChangeDelegate change = OnRegionInfoChange; 1319 ChangeDelegate change = OnRegionInfoChange;
1259 1320
1260 if (change != null) 1321 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..51dcb67 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1155,8 +1101,11 @@ namespace OpenSim.Region.CoreModules.World.Land
1155 { 1101 {
1156 if (!temp.Contains(currentParcel)) 1102 if (!temp.Contains(currentParcel))
1157 { 1103 {
1158 currentParcel.ForceUpdateLandInfo(); 1104 if (!currentParcel.IsEitherBannedOrRestricted(remote_client.AgentId))
1159 temp.Add(currentParcel); 1105 {
1106 currentParcel.ForceUpdateLandInfo();
1107 temp.Add(currentParcel);
1108 }
1160 } 1109 }
1161 } 1110 }
1162 } 1111 }
@@ -1375,18 +1324,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1324
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1325 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1326 {
1378 for (int i = 0; i < data.Count; i++) 1327 lock (m_landList)
1379 { 1328 {
1380 IncomingLandObjectFromStorage(data[i]); 1329 //Remove all the land objects in the sim and then process our new data
1330 foreach (int n in m_landList.Keys)
1331 {
1332 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1333 }
1334 m_landIDList.Initialize();
1335 m_landList.Clear();
1336
1337 for (int i = 0; i < data.Count; i++)
1338 {
1339 IncomingLandObjectFromStorage(data[i]);
1340 }
1381 } 1341 }
1382 } 1342 }
1383 1343
1384 public void IncomingLandObjectFromStorage(LandData data) 1344 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1345 {
1346
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1347 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1348 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1349 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1350 AddLandObject(new_land);
1351 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1352 }
1391 1353
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1354 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1631,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1631
1670 UpdateLandObject(localID, land.LandData); 1632 UpdateLandObject(localID, land.LandData);
1671 } 1633 }
1634
1635 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1636 {
1637 ILandObject land = null;
1638 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1639 foreach (ILandObject landObject in Land)
1640 {
1641 if (landObject.LandData.LocalID == landID)
1642 {
1643 land = landObject;
1644 }
1645 }
1646 land.DeedToGroup(DefaultGodParcelGroup);
1647 land.LandData.Name = DefaultGodParcelName;
1648 land.SendLandUpdateToAvatarsOverMe();
1649 }
1650
1651 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1652 {
1653 ScenePresence SP;
1654 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1655 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1656 if (SP.UserLevel != 0)
1657 {
1658 if (flags == 0) //All parcels, scripted or not
1659 {
1660 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1661 {
1662 if (e.OwnerID == targetID)
1663 {
1664 returns.Add(e);
1665 }
1666 }
1667 );
1668 }
1669 if (flags == 4) //All parcels, scripted object
1670 {
1671 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1672 {
1673 if (e.OwnerID == targetID)
1674 {
1675 if (e.ContainsScripts())
1676 {
1677 returns.Add(e);
1678 }
1679 }
1680 }
1681 );
1682 }
1683 if (flags == 4) //not target parcel, scripted object
1684 {
1685 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1686 {
1687 if (e.OwnerID == targetID)
1688 {
1689 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1690 if (landobject.LandData.OwnerID != e.OwnerID)
1691 {
1692 if (e.ContainsScripts())
1693 {
1694 returns.Add(e);
1695 }
1696 }
1697 }
1698 }
1699 );
1700 }
1701 foreach (SceneObjectGroup ol in returns)
1702 {
1703 ReturnObject(ol, client);
1704 }
1705 }
1706 }
1707 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1708 {
1709 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1710 objs[0] = obj;
1711 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1712 }
1713
1714 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1715
1716 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1717 {
1718 ScenePresence targetAvatar = null;
1719 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1720 ScenePresence parcelManager = null;
1721 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1722 System.Threading.Timer Timer;
1723
1724 if (targetAvatar.UserLevel == 0)
1725 {
1726 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1727 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1728 return;
1729 if (flags == 0)
1730 {
1731 targetAvatar.AllowMovement = false;
1732 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1733 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1734 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1735 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1736 Timers.Add(targetAvatar.UUID, Timer);
1737 }
1738 else
1739 {
1740 targetAvatar.AllowMovement = true;
1741 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1742 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1743 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1744 Timers.Remove(targetAvatar.UUID);
1745 Timer.Dispose();
1746 }
1747 }
1748 }
1749 private void OnEndParcelFrozen(object avatar)
1750 {
1751 ScenePresence targetAvatar = (ScenePresence)avatar;
1752 targetAvatar.AllowMovement = true;
1753 System.Threading.Timer Timer;
1754 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1755 Timers.Remove(targetAvatar.UUID);
1756 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1757 }
1758
1759
1760 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1761 {
1762 ScenePresence targetAvatar = null;
1763 ScenePresence parcelManager = null;
1764
1765 // Must have presences
1766 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1767 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1768 return;
1769
1770 // Cannot eject estate managers or gods
1771 if (m_scene.Permissions.IsAdministrator(target))
1772 return;
1773
1774 // Check if you even have permission to do this
1775 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1776 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1777 !m_scene.Permissions.IsAdministrator(client.AgentId))
1778 return;
1779
1780 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1781
1782 targetAvatar.TeleportWithMomentum(pos, null);
1783 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1784 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1785
1786 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1787 {
1788 LandAccessEntry entry = new LandAccessEntry();
1789 entry.AgentID = targetAvatar.UUID;
1790 entry.Flags = AccessList.Ban;
1791 entry.Expires = 0; // Perm
1792
1793 land.LandData.ParcelAccessList.Add(entry);
1794 }
1795 }
1672 1796
1673 protected void InstallInterfaces() 1797 protected void InstallInterfaces()
1674 { 1798 {
@@ -1731,5 +1855,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1855
1732 MainConsole.Instance.Output(report.ToString()); 1856 MainConsole.Instance.Output(report.ToString());
1733 } 1857 }
1858
1859 public void EnforceBans(ILandObject land, ScenePresence avatar)
1860 {
1861 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1862 return;
1863
1864 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1865 {
1866 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1867 {
1868 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1869 if (pos == null)
1870 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1871 else
1872 ForceAvatarToPosition(avatar, (Vector3)pos);
1873 }
1874 else
1875 {
1876 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1877 }
1878 }
1879 }
1734 } 1880 }
1735} 1881}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..b7667b9 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -50,6 +50,7 @@ namespace OpenSim.Region.CoreModules.World.Land
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 private int m_expiryCounter = 0;
53 54
54 protected LandData m_landData = new LandData(); 55 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 56 protected Scene m_scene;
@@ -135,6 +136,8 @@ namespace OpenSim.Region.CoreModules.World.Land
135 else 136 else
136 LandData.GroupID = UUID.Zero; 137 LandData.GroupID = UUID.Zero;
137 LandData.IsGroupOwned = is_group_owned; 138 LandData.IsGroupOwned = is_group_owned;
139
140 m_scene.EventManager.OnFrame += OnFrame;
138 } 141 }
139 142
140 #endregion 143 #endregion
@@ -193,10 +196,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 196 else
194 { 197 {
195 // Normal Calculations 198 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 199 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 200 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 201 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 202 / 65536L);
203 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
204 return parcelMax;
205 }
206 }
207
208 private int GetParcelBasePrimCount()
209 {
210 if (overrideParcelMaxPrimCount != null)
211 {
212 return overrideParcelMaxPrimCount(this);
213 }
214 else
215 {
216 // Normal Calculations
217 int parcelMax = (int)((long)LandData.Area
218 * (long)m_scene.RegionInfo.ObjectCapacity
219 / 65536L);
200 return parcelMax; 220 return parcelMax;
201 } 221 }
202 } 222 }
@@ -210,8 +230,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 230 else
211 { 231 {
212 //Normal Calculations 232 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 233 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 234 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
235 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 236 return simMax;
216 } 237 }
217 } 238 }
@@ -248,7 +269,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 269 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 270 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 271 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 272 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 273 GetSimulatorMaxPrimCount(), regionFlags);
253 } 274 }
254 275
@@ -308,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 329
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 330 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 331 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 332 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 333 }
313 334
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 335 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -1181,6 +1202,17 @@ namespace OpenSim.Region.CoreModules.World.Land
1181 1202
1182 #endregion 1203 #endregion
1183 1204
1205 private void OnFrame()
1206 {
1207 m_expiryCounter++;
1208
1209 if (m_expiryCounter >= 50)
1210 {
1211 ExpireAccessList();
1212 m_expiryCounter = 0;
1213 }
1214 }
1215
1184 private void ExpireAccessList() 1216 private void ExpireAccessList()
1185 { 1217 {
1186 List<LandAccessEntry> delete = new List<LandAccessEntry>(); 1218 List<LandAccessEntry> delete = new List<LandAccessEntry>();
@@ -1191,7 +1223,22 @@ namespace OpenSim.Region.CoreModules.World.Land
1191 delete.Add(entry); 1223 delete.Add(entry);
1192 } 1224 }
1193 foreach (LandAccessEntry entry in delete) 1225 foreach (LandAccessEntry entry in delete)
1226 {
1194 LandData.ParcelAccessList.Remove(entry); 1227 LandData.ParcelAccessList.Remove(entry);
1228 ScenePresence presence;
1229
1230 if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
1231 {
1232 ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1233 if (land.LandData.LocalID == LandData.LocalID)
1234 {
1235 Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
1236 presence.TeleportWithMomentum(pos, null);
1237 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
1238 }
1239 }
1240 m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
1241 }
1195 1242
1196 if (delete.Count > 0) 1243 if (delete.Count > 0)
1197 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1244 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index b2f71d1..102b4d7 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Land
205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
206 { 206 {
207 UUID landOwner = landData.OwnerID; 207 UUID landOwner = landData.OwnerID;
208 int partCount = obj.Parts.Length; 208 int partCount = obj.GetPartCount();
209 209
210 m_SimwideCounts[landOwner] += partCount; 210 m_SimwideCounts[landOwner] += partCount;
211 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 211 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -592,4 +592,4 @@ namespace OpenSim.Region.CoreModules.World.Land
592 } 592 }
593 } 593 }
594 } 594 }
595} \ No newline at end of file 595}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 555509c..8c97f58 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -368,7 +368,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
368 368
369 public string Name 369 public string Name
370 { 370 {
371 get { return "PermissionsModule"; } 371 get { return "DefaultPermissionsModule"; }
372 } 372 }
373 373
374 public bool IsSharedModule 374 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..287738a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,24 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
62 private int[] m_CurrentAlerts = null;
59 63
60 public void Initialise(IConfigSource config) 64 public void Initialise(IConfigSource config)
61 { 65 {
66 IConfig restartConfig = config.Configs["RestartModule"];
67 if (restartConfig != null)
68 {
69 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
70 }
62 } 71 }
63 72
64 public void AddRegion(Scene scene) 73 public void AddRegion(Scene scene)
65 { 74 {
75 if (m_MarkerPath != String.Empty)
76 File.Delete(Path.Combine(m_MarkerPath,
77 scene.RegionInfo.RegionID.ToString()));
78
66 m_Scene = scene; 79 m_Scene = scene;
67 80
68 scene.RegisterModuleInterface<IRestartModule>(this); 81 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +134,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 134
122 if (alerts == null) 135 if (alerts == null)
123 { 136 {
137 CreateMarkerFile();
124 m_Scene.RestartNow(); 138 m_Scene.RestartNow();
125 return; 139 return;
126 } 140 }
@@ -128,25 +142,28 @@ namespace OpenSim.Region.CoreModules.World.Region
128 m_Message = message; 142 m_Message = message;
129 m_Initiator = initiator; 143 m_Initiator = initiator;
130 m_Notice = notice; 144 m_Notice = notice;
145 m_CurrentAlerts = alerts;
131 m_Alerts = new List<int>(alerts); 146 m_Alerts = new List<int>(alerts);
132 m_Alerts.Sort(); 147 m_Alerts.Sort();
133 m_Alerts.Reverse(); 148 m_Alerts.Reverse();
134 149
135 if (m_Alerts[0] == 0) 150 if (m_Alerts[0] == 0)
136 { 151 {
152 CreateMarkerFile();
137 m_Scene.RestartNow(); 153 m_Scene.RestartNow();
138 return; 154 return;
139 } 155 }
140 156
141 int nextInterval = DoOneNotice(); 157 int nextInterval = DoOneNotice(true);
142 158
143 SetTimer(nextInterval); 159 SetTimer(nextInterval);
144 } 160 }
145 161
146 public int DoOneNotice() 162 public int DoOneNotice(bool sendOut)
147 { 163 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 164 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 165 {
166 CreateMarkerFile();
150 m_Scene.RestartNow(); 167 m_Scene.RestartNow();
151 return 0; 168 return 0;
152 } 169 }
@@ -167,34 +184,37 @@ namespace OpenSim.Region.CoreModules.World.Region
167 184
168 m_Alerts.RemoveAt(0); 185 m_Alerts.RemoveAt(0);
169 186
170 int minutes = currentAlert / 60; 187 if (sendOut)
171 string currentAlertString = String.Empty;
172 if (minutes > 0)
173 { 188 {
174 if (minutes == 1) 189 int minutes = currentAlert / 60;
175 currentAlertString += "1 minute"; 190 string currentAlertString = String.Empty;
176 else 191 if (minutes > 0)
177 currentAlertString += String.Format("{0} minutes", minutes); 192 {
193 if (minutes == 1)
194 currentAlertString += "1 minute";
195 else
196 currentAlertString += String.Format("{0} minutes", minutes);
197 if ((currentAlert % 60) != 0)
198 currentAlertString += " and ";
199 }
178 if ((currentAlert % 60) != 0) 200 if ((currentAlert % 60) != 0)
179 currentAlertString += " and "; 201 {
180 } 202 int seconds = currentAlert % 60;
181 if ((currentAlert % 60) != 0) 203 if (seconds == 1)
182 { 204 currentAlertString += "1 second";
183 int seconds = currentAlert % 60; 205 else
184 if (seconds == 1) 206 currentAlertString += String.Format("{0} seconds", seconds);
185 currentAlertString += "1 second"; 207 }
186 else
187 currentAlertString += String.Format("{0} seconds", seconds);
188 }
189 208
190 string msg = String.Format(m_Message, currentAlertString); 209 string msg = String.Format(m_Message, currentAlertString);
191 210
192 if (m_DialogModule != null && msg != String.Empty) 211 if (m_DialogModule != null && msg != String.Empty)
193 { 212 {
194 if (m_Notice) 213 if (m_Notice)
195 m_DialogModule.SendGeneralAlert(msg); 214 m_DialogModule.SendGeneralAlert(msg);
196 else 215 else
197 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg); 216 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg);
217 }
198 } 218 }
199 219
200 return currentAlert - nextAlert; 220 return currentAlert - nextAlert;
@@ -211,7 +231,25 @@ namespace OpenSim.Region.CoreModules.World.Region
211 231
212 private void OnTimer(object source, ElapsedEventArgs e) 232 private void OnTimer(object source, ElapsedEventArgs e)
213 { 233 {
214 int nextInterval = DoOneNotice(); 234 int nextInterval = DoOneNotice(true);
235
236 SetTimer(nextInterval);
237 }
238
239 public void DelayRestart(int seconds, string message)
240 {
241 if (m_CountdownTimer == null)
242 return;
243
244 m_CountdownTimer.Stop();
245 m_CountdownTimer = null;
246
247 m_Alerts = new List<int>(m_CurrentAlerts);
248 m_Alerts.Add(seconds);
249 m_Alerts.Sort();
250 m_Alerts.Reverse();
251
252 int nextInterval = DoOneNotice(false);
215 253
216 SetTimer(nextInterval); 254 SetTimer(nextInterval);
217 } 255 }
@@ -225,6 +263,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 263 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 264 m_DialogModule.SendGeneralAlert(message);
227 } 265 }
266 if (m_MarkerPath != String.Empty)
267 File.Delete(Path.Combine(m_MarkerPath,
268 m_Scene.RegionInfo.RegionID.ToString()));
228 } 269 }
229 270
230 private void HandleRegionRestart(string module, string[] args) 271 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +307,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 307
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 308 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 309 }
310
311 protected void CreateMarkerFile()
312 {
313 if (m_MarkerPath == String.Empty)
314 return;
315
316 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
317 try
318 {
319 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
320 FileStream fs = File.Create(path);
321 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
322 Byte[] buf = enc.GetBytes(pidstring);
323 fs.Write(buf, 0, buf.Length);
324 fs.Close();
325 }
326 catch (Exception)
327 {
328 }
329 }
269 } 330 }
270} 331}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 2eac0fa..5b03ac7 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 9002a9f..3c48d07 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -63,6 +63,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
63 private bool m_useAntiAliasing = false; // TODO: Make this a config option 63 private bool m_useAntiAliasing = false; // TODO: Make this a config option
64 private bool m_Enabled = false; 64 private bool m_Enabled = false;
65 65
66 private Bitmap lastImage = null;
67 private DateTime lastImageTime = DateTime.MinValue;
68
66 #region IRegionModule Members 69 #region IRegionModule Members
67 70
68 public void Initialise(IConfigSource source) 71 public void Initialise(IConfigSource source)
@@ -85,14 +88,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
85 88
86 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 89 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
87 if (renderers.Count > 0) 90 if (renderers.Count > 0)
88 { 91 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
89 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
90 m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
91 }
92 else 92 else
93 { 93 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
94 m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
95 }
96 94
97 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 95 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
98 } 96 }
@@ -125,9 +123,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
125 123
126 public Bitmap CreateMapTile() 124 public Bitmap CreateMapTile()
127 { 125 {
126 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
127 {
128 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
129 }
130
131 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
132 if (renderers.Count > 0)
133 {
134 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
135 }
136
128 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 137 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
129 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 138 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
130 return CreateMapTile(viewport, false); 139 Bitmap tile = CreateMapTile(viewport, false);
140 m_primMesher = null;
141
142 lastImage = tile;
143 lastImageTime = DateTime.Now;
144 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
131 } 145 }
132 146
133 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 147 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -673,4 +687,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
673 return result; 687 return result;
674 } 688 }
675 } 689 }
676} \ No newline at end of file 690}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..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 c1c6b49..724bb4c 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1241,7 +1241,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1241 } 1241 }
1242 else 1242 else
1243 { 1243 {
1244 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1244 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1246 { 1246 {
1247 OSDMap responsemapdata = new OSDMap(); 1247 OSDMap responsemapdata = new OSDMap();
@@ -1461,9 +1461,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1461 Color background = Color.FromArgb(0, 0, 0, 0); 1461 Color background = Color.FromArgb(0, 0, 0, 0);
1462 SolidBrush transparent = new SolidBrush(background); 1462 SolidBrush transparent = new SolidBrush(background);
1463 Graphics g = Graphics.FromImage(overlay); 1463 Graphics g = Graphics.FromImage(overlay);
1464 g.FillRectangle(transparent, 0, 0, 256, 256); 1464 g.FillRectangle(transparent, 0, 0, 255, 255);
1465 1465
1466 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1466 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1467 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1467 1468
1468 foreach (ILandObject land in parcels) 1469 foreach (ILandObject land in parcels)
1469 { 1470 {
@@ -1471,8 +1472,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1471 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1472 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1472 { 1473 {
1473 landForSale = true; 1474 landForSale = true;
1475
1476 bool[,] landBitmap = land.GetLandBitmap();
1477
1478 for (int x = 0 ; x < 64 ; x++)
1479 {
1480 for (int y = 0 ; y < 64 ; y++)
1481 {
1482 if (landBitmap[x, y])
1483 {
1484 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1485
1486 if (x > 0)
1487 {
1488 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1489 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1490 }
1491 if (y > 0)
1492 {
1493 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1494 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1495 }
1496 if (x < 63)
1497 {
1498 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1499 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1500 }
1501 if (y < 63)
1502 {
1503 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1504 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1505 }
1506 }
1507 }
1508 }
1474 1509
1475 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1510 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1476 } 1511 }
1477 } 1512 }
1478 1513
@@ -1484,15 +1519,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1484 1519
1485 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1520 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1486 1521
1487 for (int x = 0 ; x < 64 ; x++)
1488 {
1489 for (int y = 0 ; y < 64 ; y++)
1490 {
1491 if (saleBitmap[x, y])
1492 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1493 }
1494 }
1495
1496 try 1522 try
1497 { 1523 {
1498 return OpenJPEG.EncodeFromImage(overlay, true); 1524 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..0516cb1 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;
@@ -64,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
64 /// <param name="AttachmentPt"></param> 65 /// <param name="AttachmentPt"></param>
65 /// <param name="silent"></param> 66 /// <param name="silent"></param>
66 /// <returns>true if the object was successfully attached, false otherwise</returns> 67 /// <returns>true if the object was successfully attached, false otherwise</returns>
67 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent); 68 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
68 69
69 /// <summary> 70 /// <summary>
70 /// Rez an attachment from user inventory and change inventory status to match. 71 /// Rez an attachment from user inventory and change inventory status to match.
@@ -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 4370fcc..c605fc1 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>
@@ -271,5 +273,6 @@ namespace OpenSim.Region.Framework.Interfaces
271 /// A <see cref="Dictionary`2"/> 273 /// A <see cref="Dictionary`2"/>
272 /// </returns> 274 /// </returns>
273 Dictionary<UUID, string> GetScriptStates(); 275 Dictionary<UUID, string> GetScriptStates();
276 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
274 } 277 }
275} 278}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 0d488df..143af48 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 /// <summary> 74 /// <summary>
73 /// Returns true if a script is running. 75 /// Returns true if a script is running.
74 /// </summary> 76 /// </summary>
@@ -99,4 +101,4 @@ namespace OpenSim.Region.Framework.Interfaces
99 /// </returns> 101 /// </returns>
100 Dictionary<uint, float> GetObjectScriptsExecutionTimes(); 102 Dictionary<uint, float> GetObjectScriptsExecutionTimes();
101 } 103 }
102} \ No newline at end of file 104}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 0fcafcc..ccb583d 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,5 +116,6 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
119 } 120 }
120} 121}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index e424976..d7c80f7 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f92ed8e..76a952b 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..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 b59fd05..e1281a6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -311,8 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
311 311
312 // Update item with new asset 312 // Update item with new asset
313 item.AssetID = asset.FullID; 313 item.AssetID = asset.FullID;
314 if (group.UpdateInventoryItem(item)) 314 group.UpdateInventoryItem(item);
315 remoteClient.SendAgentAlertMessage("Script saved", false);
316 315
317 part.SendPropertiesToClient(remoteClient); 316 part.SendPropertiesToClient(remoteClient);
318 317
@@ -323,12 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
323 { 322 {
324 // Needs to determine which engine was running it and use that 323 // Needs to determine which engine was running it and use that
325 // 324 //
326 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 325 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
327 errors = part.Inventory.GetScriptErrors(item.ItemID);
328 }
329 else
330 {
331 remoteClient.SendAgentAlertMessage("Script saved", false);
332 } 326 }
333 327
334 // Tell anyone managing scripts that a script has been reloaded/changed 328 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -396,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
396 390
397 if (UUID.Zero == transactionID) 391 if (UUID.Zero == transactionID)
398 { 392 {
393 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
399 item.Name = itemUpd.Name; 394 item.Name = itemUpd.Name;
400 item.Description = itemUpd.Description; 395 item.Description = itemUpd.Description;
401 396
@@ -782,6 +777,8 @@ namespace OpenSim.Region.Framework.Scenes
782 return; 777 return;
783 } 778 }
784 779
780 if (newName == null) newName = item.Name;
781
785 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 782 AssetBase asset = AssetService.Get(item.AssetID.ToString());
786 783
787 if (asset != null) 784 if (asset != null)
@@ -838,6 +835,24 @@ namespace OpenSim.Region.Framework.Scenes
838 } 835 }
839 836
840 /// <summary> 837 /// <summary>
838 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
839 /// </summary>
840 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
841 {
842 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
843 foreach (InventoryItemBase b in items)
844 {
845 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
846 InventoryItemBase n = InventoryService.GetItem(b);
847 n.Folder = destfolder;
848 moveitems.Add(n);
849 remoteClient.SendInventoryItemCreateUpdate(n, 0);
850 }
851
852 MoveInventoryItem(remoteClient, moveitems);
853 }
854
855 /// <summary>
841 /// Move an item within the agent's inventory. 856 /// Move an item within the agent's inventory.
842 /// </summary> 857 /// </summary>
843 /// <param name="remoteClient"></param> 858 /// <param name="remoteClient"></param>
@@ -1180,6 +1195,10 @@ namespace OpenSim.Region.Framework.Scenes
1180 { 1195 {
1181 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1196 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1182 1197
1198 // Can't move a null item
1199 if (itemId == UUID.Zero)
1200 return;
1201
1183 if (null == part) 1202 if (null == part)
1184 { 1203 {
1185 m_log.WarnFormat( 1204 m_log.WarnFormat(
@@ -1284,21 +1303,28 @@ namespace OpenSim.Region.Framework.Scenes
1284 return; 1303 return;
1285 } 1304 }
1286 1305
1287 if (part.OwnerID != destPart.OwnerID) 1306 // Can't transfer this
1307 //
1308 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1309 return;
1310
1311 bool overrideNoMod = false;
1312 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1313 overrideNoMod = true;
1314
1315 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1288 { 1316 {
1289 // Source must have transfer permissions 1317 // object cannot copy items to an object owned by a different owner
1290 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1318 // unless llAllowInventoryDrop has been called
1291 return;
1292 1319
1293 // Object cannot copy items to an object owned by a different owner 1320 return;
1294 // unless llAllowInventoryDrop has been called on the destination
1295 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1296 return;
1297 } 1321 }
1298 1322
1299 // must have both move and modify permission to put an item in an object 1323 // must have both move and modify permission to put an item in an object
1300 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1324 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1325 {
1301 return; 1326 return;
1327 }
1302 1328
1303 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1329 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1304 1330
@@ -1354,6 +1380,14 @@ namespace OpenSim.Region.Framework.Scenes
1354 1380
1355 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1381 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1356 { 1382 {
1383 SceneObjectPart destPart = GetSceneObjectPart(destID);
1384 if (destPart != null) // Move into a prim
1385 {
1386 foreach(UUID itemID in items)
1387 MoveTaskInventoryItem(destID, host, itemID);
1388 return destID; // Prim folder ID == prim ID
1389 }
1390
1357 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1391 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1358 1392
1359 UUID newFolderID = UUID.Random(); 1393 UUID newFolderID = UUID.Random();
@@ -1536,12 +1570,12 @@ namespace OpenSim.Region.Framework.Scenes
1536 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1570 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1537 remoteClient, part, transactionID, currentItem); 1571 remoteClient, part, transactionID, currentItem);
1538 1572
1539 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1573// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1540 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1574// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1541 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1575// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1542 remoteClient.SendAgentAlertMessage("Script saved", false); 1576// remoteClient.SendAgentAlertMessage("Script saved", false);
1543 else 1577// else
1544 remoteClient.SendAgentAlertMessage("Item saved", false); 1578// remoteClient.SendAgentAlertMessage("Item saved", false);
1545 } 1579 }
1546 1580
1547 // Base ALWAYS has move 1581 // Base ALWAYS has move
@@ -1724,7 +1758,7 @@ namespace OpenSim.Region.Framework.Scenes
1724 } 1758 }
1725 1759
1726 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1760 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1727 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1761 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1728 agentID); 1762 agentID);
1729 AssetService.Store(asset); 1763 AssetService.Store(asset);
1730 1764
@@ -1880,23 +1914,32 @@ namespace OpenSim.Region.Framework.Scenes
1880 // build a list of eligible objects 1914 // build a list of eligible objects
1881 List<uint> deleteIDs = new List<uint>(); 1915 List<uint> deleteIDs = new List<uint>();
1882 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1916 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1883 1917 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1884 // Start with true for both, then remove the flags if objects
1885 // that we can't derez are part of the selection
1886 bool permissionToTake = true;
1887 bool permissionToTakeCopy = true;
1888 bool permissionToDelete = true;
1889 1918
1890 foreach (uint localID in localIDs) 1919 foreach (uint localID in localIDs)
1891 { 1920 {
1921 // Start with true for both, then remove the flags if objects
1922 // that we can't derez are part of the selection
1923 bool permissionToTake = true;
1924 bool permissionToTakeCopy = true;
1925 bool permissionToDelete = true;
1926
1892 // Invalid id 1927 // Invalid id
1893 SceneObjectPart part = GetSceneObjectPart(localID); 1928 SceneObjectPart part = GetSceneObjectPart(localID);
1894 if (part == null) 1929 if (part == null)
1930 {
1931 //Client still thinks the object exists, kill it
1932 deleteIDs.Add(localID);
1895 continue; 1933 continue;
1934 }
1896 1935
1897 // Already deleted by someone else 1936 // Already deleted by someone else
1898 if (part.ParentGroup.IsDeleted) 1937 if (part.ParentGroup.IsDeleted)
1938 {
1939 //Client still thinks the object exists, kill it
1940 deleteIDs.Add(localID);
1899 continue; 1941 continue;
1942 }
1900 1943
1901 // Can't delete child prims 1944 // Can't delete child prims
1902 if (part != part.ParentGroup.RootPart) 1945 if (part != part.ParentGroup.RootPart)
@@ -1904,9 +1947,6 @@ namespace OpenSim.Region.Framework.Scenes
1904 1947
1905 SceneObjectGroup grp = part.ParentGroup; 1948 SceneObjectGroup grp = part.ParentGroup;
1906 1949
1907 deleteIDs.Add(localID);
1908 deleteGroups.Add(grp);
1909
1910 if (remoteClient == null) 1950 if (remoteClient == null)
1911 { 1951 {
1912 // Autoreturn has a null client. Nothing else does. So 1952 // Autoreturn has a null client. Nothing else does. So
@@ -1923,81 +1963,193 @@ namespace OpenSim.Region.Framework.Scenes
1923 } 1963 }
1924 else 1964 else
1925 { 1965 {
1926 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1966 if (action == DeRezAction.TakeCopy)
1967 {
1968 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1969 permissionToTakeCopy = false;
1970 }
1971 else
1972 {
1927 permissionToTakeCopy = false; 1973 permissionToTakeCopy = false;
1928 1974 }
1929 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1975 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1930 permissionToTake = false; 1976 permissionToTake = false;
1931 1977
1932 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1978 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1933 permissionToDelete = false; 1979 permissionToDelete = false;
1934 } 1980 }
1935 }
1936 1981
1937 // Handle god perms 1982 // Handle god perms
1938 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1983 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1939 { 1984 {
1940 permissionToTake = true; 1985 permissionToTake = true;
1941 permissionToTakeCopy = true; 1986 permissionToTakeCopy = true;
1942 permissionToDelete = true; 1987 permissionToDelete = true;
1943 } 1988 }
1944 1989
1945 // If we're re-saving, we don't even want to delete 1990 // If we're re-saving, we don't even want to delete
1946 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1991 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1947 permissionToDelete = false; 1992 permissionToDelete = false;
1948 1993
1949 // if we want to take a copy, we also don't want to delete 1994 // if we want to take a copy, we also don't want to delete
1950 // Note: after this point, the permissionToTakeCopy flag 1995 // Note: after this point, the permissionToTakeCopy flag
1951 // becomes irrelevant. It already includes the permissionToTake 1996 // becomes irrelevant. It already includes the permissionToTake
1952 // permission and after excluding no copy items here, we can 1997 // permission and after excluding no copy items here, we can
1953 // just use that. 1998 // just use that.
1954 if (action == DeRezAction.TakeCopy) 1999 if (action == DeRezAction.TakeCopy)
1955 { 2000 {
1956 // If we don't have permission, stop right here 2001 // If we don't have permission, stop right here
1957 if (!permissionToTakeCopy) 2002 if (!permissionToTakeCopy)
1958 return; 2003 return;
1959 2004
1960 permissionToTake = true; 2005 permissionToTake = true;
1961 // Don't delete 2006 // Don't delete
1962 permissionToDelete = false; 2007 permissionToDelete = false;
1963 } 2008 }
1964 2009
1965 if (action == DeRezAction.Return) 2010 if (action == DeRezAction.Return)
1966 {
1967 if (remoteClient != null)
1968 { 2011 {
1969 if (Permissions.CanReturnObjects( 2012 if (remoteClient != null)
1970 null,
1971 remoteClient.AgentId,
1972 deleteGroups))
1973 { 2013 {
1974 permissionToTake = true; 2014 if (Permissions.CanReturnObjects(
1975 permissionToDelete = true; 2015 null,
1976 2016 remoteClient.AgentId,
1977 foreach (SceneObjectGroup g in deleteGroups) 2017 deleteGroups))
1978 { 2018 {
1979 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2019 permissionToTake = true;
2020 permissionToDelete = true;
2021
2022 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1980 } 2023 }
1981 } 2024 }
2025 else // Auto return passes through here with null agent
2026 {
2027 permissionToTake = true;
2028 permissionToDelete = true;
2029 }
1982 } 2030 }
1983 else // Auto return passes through here with null agent 2031
2032 if (permissionToTake && (!permissionToDelete))
2033 takeGroups.Add(grp);
2034
2035 if (permissionToDelete)
1984 { 2036 {
1985 permissionToTake = true; 2037 if (permissionToTake)
1986 permissionToDelete = true; 2038 deleteGroups.Add(grp);
2039 deleteIDs.Add(grp.LocalId);
1987 } 2040 }
1988 } 2041 }
1989 2042
1990 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2043 SendKillObject(deleteIDs);
2044
2045 if (deleteGroups.Count > 0)
1991 { 2046 {
2047 foreach (SceneObjectGroup g in deleteGroups)
2048 deleteIDs.Remove(g.LocalId);
2049
1992 m_asyncSceneObjectDeleter.DeleteToInventory( 2050 m_asyncSceneObjectDeleter.DeleteToInventory(
1993 action, destinationID, deleteGroups, remoteClient, 2051 action, destinationID, deleteGroups, remoteClient,
1994 permissionToDelete); 2052 true);
1995 } 2053 }
1996 else if (permissionToDelete) 2054 if (takeGroups.Count > 0)
2055 {
2056 m_asyncSceneObjectDeleter.DeleteToInventory(
2057 action, destinationID, takeGroups, remoteClient,
2058 false);
2059 }
2060 if (deleteIDs.Count > 0)
1997 { 2061 {
1998 foreach (SceneObjectGroup g in deleteGroups) 2062 foreach (SceneObjectGroup g in deleteGroups)
1999 DeleteSceneObject(g, false); 2063 DeleteSceneObject(g, true);
2064 }
2065 }
2066
2067 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2068 {
2069 itemID = UUID.Zero;
2070 if (grp != null)
2071 {
2072 Vector3 inventoryStoredPosition = new Vector3
2073 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2074 ? 250
2075 : grp.AbsolutePosition.X)
2076 ,
2077 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2078 ? 250
2079 : grp.AbsolutePosition.X,
2080 grp.AbsolutePosition.Z);
2081
2082 Vector3 originalPosition = grp.AbsolutePosition;
2083
2084 grp.AbsolutePosition = inventoryStoredPosition;
2085
2086 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2087
2088 grp.AbsolutePosition = originalPosition;
2089
2090 AssetBase asset = CreateAsset(
2091 grp.GetPartName(grp.LocalId),
2092 grp.GetPartDescription(grp.LocalId),
2093 (sbyte)AssetType.Object,
2094 Utils.StringToBytes(sceneObjectXml),
2095 remoteClient.AgentId);
2096 AssetService.Store(asset);
2097
2098 InventoryItemBase item = new InventoryItemBase();
2099 item.CreatorId = grp.RootPart.CreatorID.ToString();
2100 item.CreatorData = grp.RootPart.CreatorData;
2101 item.Owner = remoteClient.AgentId;
2102 item.ID = UUID.Random();
2103 item.AssetID = asset.FullID;
2104 item.Description = asset.Description;
2105 item.Name = asset.Name;
2106 item.AssetType = asset.Type;
2107 item.InvType = (int)InventoryType.Object;
2108
2109 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2110 if (folder != null)
2111 item.Folder = folder.ID;
2112 else // oopsies
2113 item.Folder = UUID.Zero;
2114
2115 // Set up base perms properly
2116 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2117 permsBase &= grp.RootPart.BaseMask;
2118 permsBase |= (uint)PermissionMask.Move;
2119
2120 // Make sure we don't lock it
2121 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2122
2123 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2124 {
2125 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2126 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2127 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2128 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2129 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2130 }
2131 else
2132 {
2133 item.BasePermissions = permsBase;
2134 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2135 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2136 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2137 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2138 }
2139 item.CreationDate = Util.UnixTimeSinceEpoch();
2140
2141 // sets itemID so client can show item as 'attached' in inventory
2142 grp.FromItemID = item.ID;
2143
2144 if (AddInventoryItem(item))
2145 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2146 else
2147 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2148
2149 itemID = item.ID;
2150 return item.AssetID;
2000 } 2151 }
2152 return UUID.Zero;
2001 } 2153 }
2002 2154
2003 /// <summary> 2155 /// <summary>
@@ -2126,6 +2278,9 @@ namespace OpenSim.Region.Framework.Scenes
2126 2278
2127 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2279 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2128 { 2280 {
2281 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2282 return;
2283
2129 SceneObjectPart part = GetSceneObjectPart(objectID); 2284 SceneObjectPart part = GetSceneObjectPart(objectID);
2130 if (part == null) 2285 if (part == null)
2131 return; 2286 return;
@@ -2182,7 +2337,10 @@ namespace OpenSim.Region.Framework.Scenes
2182 } 2337 }
2183 else 2338 else
2184 { 2339 {
2185 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2340 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2341 continue;
2342
2343 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2186 continue; 2344 continue;
2187 2345
2188 if (sog.GroupID != groupID) 2346 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7afde38..3095382 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
124 // TODO: need to figure out how allow client agents but deny 124 // TODO: need to figure out how allow client agents but deny
125 // root agents when ACL denies access to root agent 125 // root agents when ACL denies access to root agent
126 public bool m_strictAccessControl = true; 126 public bool m_strictAccessControl = true;
127 public bool m_seeIntoBannedRegion = false;
127 public int MaxUndoCount = 5; 128 public int MaxUndoCount = 5;
128 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 129 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
129 public bool LoginLock = false; 130 public bool LoginLock = false;
@@ -139,12 +140,14 @@ namespace OpenSim.Region.Framework.Scenes
139 140
140 protected int m_splitRegionID; 141 protected int m_splitRegionID;
141 protected Timer m_restartWaitTimer = new Timer(); 142 protected Timer m_restartWaitTimer = new Timer();
143 protected Timer m_timerWatchdog = new Timer();
142 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 144 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
143 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 145 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
144 protected string m_simulatorVersion = "OpenSimulator Server"; 146 protected string m_simulatorVersion = "OpenSimulator Server";
145 protected ModuleLoader m_moduleLoader; 147 protected ModuleLoader m_moduleLoader;
146 protected AgentCircuitManager m_authenticateHandler; 148 protected AgentCircuitManager m_authenticateHandler;
147 protected SceneCommunicationService m_sceneGridService; 149 protected SceneCommunicationService m_sceneGridService;
150 protected ISnmpModule m_snmpService = null;
148 151
149 protected ISimulationDataService m_SimulationDataService; 152 protected ISimulationDataService m_SimulationDataService;
150 protected IEstateDataService m_EstateDataService; 153 protected IEstateDataService m_EstateDataService;
@@ -206,7 +209,7 @@ namespace OpenSim.Region.Framework.Scenes
206 private int m_update_events = 1; 209 private int m_update_events = 1;
207 private int m_update_backup = 200; 210 private int m_update_backup = 200;
208 private int m_update_terrain = 50; 211 private int m_update_terrain = 50;
209// private int m_update_land = 1; 212 private int m_update_land = 10;
210 private int m_update_coarse_locations = 50; 213 private int m_update_coarse_locations = 50;
211 214
212 private int agentMS; 215 private int agentMS;
@@ -226,6 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 229 /// </summary>
227 private int m_lastFrameTick; 230 private int m_lastFrameTick;
228 231
232 public bool CombineRegions = false;
229 /// <summary> 233 /// <summary>
230 /// Tick at which the last maintenance run occurred. 234 /// Tick at which the last maintenance run occurred.
231 /// </summary> 235 /// </summary>
@@ -256,6 +260,11 @@ namespace OpenSim.Region.Framework.Scenes
256 /// </summary> 260 /// </summary>
257 private int m_LastLogin; 261 private int m_LastLogin;
258 262
263 private int m_lastIncoming;
264 private int m_lastOutgoing;
265 private int m_hbRestarts = 0;
266
267
259 /// <summary> 268 /// <summary>
260 /// Thread that runs the scene loop. 269 /// Thread that runs the scene loop.
261 /// </summary> 270 /// </summary>
@@ -271,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
271 private volatile bool m_shuttingDown; 280 private volatile bool m_shuttingDown;
272 281
273// private int m_lastUpdate; 282// private int m_lastUpdate;
274// private bool m_firstHeartbeat = true; 283 private bool m_firstHeartbeat = true;
275 284
276 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 285 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
277 private bool m_reprioritizationEnabled = true; 286 private bool m_reprioritizationEnabled = true;
@@ -316,6 +325,19 @@ namespace OpenSim.Region.Framework.Scenes
316 get { return m_sceneGridService; } 325 get { return m_sceneGridService; }
317 } 326 }
318 327
328 public ISnmpModule SnmpService
329 {
330 get
331 {
332 if (m_snmpService == null)
333 {
334 m_snmpService = RequestModuleInterface<ISnmpModule>();
335 }
336
337 return m_snmpService;
338 }
339 }
340
319 public ISimulationDataService SimulationDataService 341 public ISimulationDataService SimulationDataService
320 { 342 {
321 get 343 get
@@ -615,6 +637,8 @@ namespace OpenSim.Region.Framework.Scenes
615 m_EstateDataService = estateDataService; 637 m_EstateDataService = estateDataService;
616 m_regionHandle = m_regInfo.RegionHandle; 638 m_regionHandle = m_regInfo.RegionHandle;
617 m_regionName = m_regInfo.RegionName; 639 m_regionName = m_regInfo.RegionName;
640 m_lastIncoming = 0;
641 m_lastOutgoing = 0;
618 642
619 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 643 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
620 m_asyncSceneObjectDeleter.Enabled = true; 644 m_asyncSceneObjectDeleter.Enabled = true;
@@ -695,102 +719,111 @@ namespace OpenSim.Region.Framework.Scenes
695 719
696 // Region config overrides global config 720 // Region config overrides global config
697 // 721 //
698 if (m_config.Configs["Startup"] != null) 722 try
699 { 723 {
700 IConfig startupConfig = m_config.Configs["Startup"]; 724 if (m_config.Configs["Startup"] != null)
701
702 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
703 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
704 if (!m_useBackup)
705 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
706
707 //Animation states
708 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
709
710 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
711 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
712
713 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
714 if (RegionInfo.NonphysPrimMax > 0)
715 { 725 {
716 m_maxNonphys = RegionInfo.NonphysPrimMax; 726 IConfig startupConfig = m_config.Configs["Startup"];
717 }
718
719 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
720 727
721 if (RegionInfo.PhysPrimMax > 0) 728 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
722 { 729 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
723 m_maxPhys = RegionInfo.PhysPrimMax; 730 if (!m_useBackup)
724 } 731 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
732
733 //Animation states
734 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
725 735
726 // Here, if clamping is requested in either global or 736 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
727 // local config, it will be used 737 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
728 //
729 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
730 if (RegionInfo.ClampPrimSize)
731 {
732 m_clampPrimSize = true;
733 }
734 738
735 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 739 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
736 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 740 if (RegionInfo.NonphysPrimMax > 0)
737 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 741 {
738 m_dontPersistBefore = 742 m_maxNonphys = RegionInfo.NonphysPrimMax;
739 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 743 }
740 m_dontPersistBefore *= 10000000;
741 m_persistAfter =
742 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
743 m_persistAfter *= 10000000;
744 744
745 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 745 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
746 746
747 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 747 if (RegionInfo.PhysPrimMax > 0)
748 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 748 {
749 m_maxPhys = RegionInfo.PhysPrimMax;
750 }
749 751
750 IConfig packetConfig = m_config.Configs["PacketPool"]; 752 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
751 if (packetConfig != null) 753 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
752 {
753 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
754 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
755 }
756 754
757 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 755 // Here, if clamping is requested in either global or
756 // local config, it will be used
757 //
758 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
759 if (RegionInfo.ClampPrimSize)
760 {
761 m_clampPrimSize = true;
762 }
758 763
759 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 764 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
760 if (m_generateMaptiles) 765 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
761 { 766 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
762 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 767 m_dontPersistBefore =
763 if (maptileRefresh != 0) 768 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
769 m_dontPersistBefore *= 10000000;
770 m_persistAfter =
771 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
772 m_persistAfter *= 10000000;
773
774 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
775 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
776
777 IConfig packetConfig = m_config.Configs["PacketPool"];
778 if (packetConfig != null)
764 { 779 {
765 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 780 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
766 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 781 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
767 m_mapGenerationTimer.AutoReset = true;
768 m_mapGenerationTimer.Start();
769 } 782 }
770 }
771 else
772 {
773 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
774 UUID tileID;
775 783
776 if (UUID.TryParse(tile, out tileID)) 784 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
785 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
786 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
787
788 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
789 if (m_generateMaptiles)
777 { 790 {
778 RegionInfo.RegionSettings.TerrainImageID = tileID; 791 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
792 if (maptileRefresh != 0)
793 {
794 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
795 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
796 m_mapGenerationTimer.AutoReset = true;
797 m_mapGenerationTimer.Start();
798 }
779 } 799 }
780 } 800 else
801 {
802 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
803 UUID tileID;
781 804
782 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 805 if (UUID.TryParse(tile, out tileID))
783 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 806 {
784 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 807 RegionInfo.RegionSettings.TerrainImageID = tileID;
785 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 808 }
786 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 809 }
787 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
788 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
789 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
790 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
791 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
792 810
793 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 811 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
812 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
813 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
814 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
815 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
816 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
817 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
818 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
819 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
820 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
821 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
822 }
823 }
824 catch (Exception e)
825 {
826 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
794 } 827 }
795 828
796 #endregion Region Config 829 #endregion Region Config
@@ -1217,7 +1250,22 @@ namespace OpenSim.Region.Framework.Scenes
1217 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1250 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1218 if (m_heartbeatThread != null) 1251 if (m_heartbeatThread != null)
1219 { 1252 {
1253 m_hbRestarts++;
1254 if(m_hbRestarts > 10)
1255 Environment.Exit(1);
1256 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1257
1258//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1259//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1260//proc.EnableRaisingEvents=false;
1261//proc.StartInfo.FileName = "/bin/kill";
1262//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1263//proc.Start();
1264//proc.WaitForExit();
1265//Thread.Sleep(1000);
1266//Environment.Exit(1);
1220 m_heartbeatThread.Abort(); 1267 m_heartbeatThread.Abort();
1268 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1221 m_heartbeatThread = null; 1269 m_heartbeatThread = null;
1222 } 1270 }
1223// m_lastUpdate = Util.EnvironmentTickCount(); 1271// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1507,6 +1555,8 @@ namespace OpenSim.Region.Framework.Scenes
1507 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1555 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1508 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1556 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1509 1557
1558 m_firstHeartbeat = false;
1559
1510 if (tmpMS > 0) 1560 if (tmpMS > 0)
1511 { 1561 {
1512 Thread.Sleep(tmpMS); 1562 Thread.Sleep(tmpMS);
@@ -1557,9 +1607,9 @@ namespace OpenSim.Region.Framework.Scenes
1557 1607
1558 private void CheckAtTargets() 1608 private void CheckAtTargets()
1559 { 1609 {
1560 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1610 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1561 lock (m_groupsWithTargets) 1611 lock (m_groupsWithTargets)
1562 objs = m_groupsWithTargets.Values; 1612 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1563 1613
1564 foreach (SceneObjectGroup entry in objs) 1614 foreach (SceneObjectGroup entry in objs)
1565 entry.checkAtTargets(); 1615 entry.checkAtTargets();
@@ -1640,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes
1640 msg.fromAgentName = "Server"; 1690 msg.fromAgentName = "Server";
1641 msg.dialog = (byte)19; // Object msg 1691 msg.dialog = (byte)19; // Object msg
1642 msg.fromGroup = false; 1692 msg.fromGroup = false;
1643 msg.offline = (byte)0; 1693 msg.offline = (byte)1;
1644 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1694 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1645 msg.Position = Vector3.Zero; 1695 msg.Position = Vector3.Zero;
1646 msg.RegionID = RegionInfo.RegionID.Guid; 1696 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1862,6 +1912,19 @@ namespace OpenSim.Region.Framework.Scenes
1862 EventManager.TriggerPrimsLoaded(this); 1912 EventManager.TriggerPrimsLoaded(this);
1863 } 1913 }
1864 1914
1915 public bool SuportsRayCastFiltered()
1916 {
1917 if (PhysicsScene == null)
1918 return false;
1919 return PhysicsScene.SuportsRaycastWorldFiltered();
1920 }
1921
1922 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1923 {
1924 if (PhysicsScene == null)
1925 return null;
1926 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1927 }
1865 1928
1866 /// <summary> 1929 /// <summary>
1867 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1930 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1878,14 +1941,24 @@ namespace OpenSim.Region.Framework.Scenes
1878 /// <returns></returns> 1941 /// <returns></returns>
1879 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1942 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1880 { 1943 {
1944
1945 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1946 Vector3 wpos = Vector3.Zero;
1947 // Check for water surface intersection from above
1948 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1949 {
1950 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1951 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1952 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1953 wpos.Z = wheight;
1954 }
1955
1881 Vector3 pos = Vector3.Zero; 1956 Vector3 pos = Vector3.Zero;
1882 if (RayEndIsIntersection == (byte)1) 1957 if (RayEndIsIntersection == (byte)1)
1883 { 1958 {
1884 pos = RayEnd; 1959 pos = RayEnd;
1885 return pos;
1886 } 1960 }
1887 1961 else if (RayTargetID != UUID.Zero)
1888 if (RayTargetID != UUID.Zero)
1889 { 1962 {
1890 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1963 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1891 1964
@@ -1907,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1907 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1980 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1908 1981
1909 // Un-comment out the following line to Get Raytrace results printed to the console. 1982 // Un-comment out the following line to Get Raytrace results printed to the console.
1910 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1983 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1911 float ScaleOffset = 0.5f; 1984 float ScaleOffset = 0.5f;
1912 1985
1913 // If we hit something 1986 // If we hit something
@@ -1930,13 +2003,10 @@ namespace OpenSim.Region.Framework.Scenes
1930 //pos.Z -= 0.25F; 2003 //pos.Z -= 0.25F;
1931 2004
1932 } 2005 }
1933
1934 return pos;
1935 } 2006 }
1936 else 2007 else
1937 { 2008 {
1938 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2009 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1939
1940 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2010 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1941 2011
1942 // Un-comment the following line to print the raytrace results to the console. 2012 // Un-comment the following line to print the raytrace results to the console.
@@ -1945,13 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
1945 if (ei.HitTF) 2015 if (ei.HitTF)
1946 { 2016 {
1947 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2017 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1948 } else 2018 }
2019 else
1949 { 2020 {
1950 // fall back to our stupid functionality 2021 // fall back to our stupid functionality
1951 pos = RayEnd; 2022 pos = RayEnd;
1952 } 2023 }
1953
1954 return pos;
1955 } 2024 }
1956 } 2025 }
1957 else 2026 else
@@ -1962,8 +2031,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 //increase height so its above the ground. 2031 //increase height so its above the ground.
1963 //should be getting the normal of the ground at the rez point and using that? 2032 //should be getting the normal of the ground at the rez point and using that?
1964 pos.Z += scale.Z / 2f; 2033 pos.Z += scale.Z / 2f;
1965 return pos; 2034// return pos;
1966 } 2035 }
2036
2037 // check against posible water intercept
2038 if (wpos.Z > pos.Z) pos = wpos;
2039 return pos;
1967 } 2040 }
1968 2041
1969 2042
@@ -2053,7 +2126,10 @@ namespace OpenSim.Region.Framework.Scenes
2053 public bool AddRestoredSceneObject( 2126 public bool AddRestoredSceneObject(
2054 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2127 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2055 { 2128 {
2056 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2129 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2130 if (result)
2131 sceneObject.IsDeleted = false;
2132 return result;
2057 } 2133 }
2058 2134
2059 /// <summary> 2135 /// <summary>
@@ -2145,6 +2221,15 @@ namespace OpenSim.Region.Framework.Scenes
2145 /// </summary> 2221 /// </summary>
2146 public void DeleteAllSceneObjects() 2222 public void DeleteAllSceneObjects()
2147 { 2223 {
2224 DeleteAllSceneObjects(false);
2225 }
2226
2227 /// <summary>
2228 /// Delete every object from the scene. This does not include attachments worn by avatars.
2229 /// </summary>
2230 public void DeleteAllSceneObjects(bool exceptNoCopy)
2231 {
2232 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2148 lock (Entities) 2233 lock (Entities)
2149 { 2234 {
2150 EntityBase[] entities = Entities.GetEntities(); 2235 EntityBase[] entities = Entities.GetEntities();
@@ -2153,11 +2238,24 @@ namespace OpenSim.Region.Framework.Scenes
2153 if (e is SceneObjectGroup) 2238 if (e is SceneObjectGroup)
2154 { 2239 {
2155 SceneObjectGroup sog = (SceneObjectGroup)e; 2240 SceneObjectGroup sog = (SceneObjectGroup)e;
2156 if (!sog.IsAttachment) 2241 if (sog != null && !sog.IsAttachment)
2157 DeleteSceneObject((SceneObjectGroup)e, false); 2242 {
2243 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2244 {
2245 DeleteSceneObject((SceneObjectGroup)e, false);
2246 }
2247 else
2248 {
2249 toReturn.Add((SceneObjectGroup)e);
2250 }
2251 }
2158 } 2252 }
2159 } 2253 }
2160 } 2254 }
2255 if (toReturn.Count > 0)
2256 {
2257 returnObjects(toReturn.ToArray(), UUID.Zero);
2258 }
2161 } 2259 }
2162 2260
2163 /// <summary> 2261 /// <summary>
@@ -2192,6 +2290,8 @@ namespace OpenSim.Region.Framework.Scenes
2192 } 2290 }
2193 2291
2194 group.DeleteGroupFromScene(silent); 2292 group.DeleteGroupFromScene(silent);
2293 if (!silent)
2294 SendKillObject(new List<uint>() { group.LocalId });
2195 2295
2196// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2296// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2197 } 2297 }
@@ -2481,6 +2581,8 @@ namespace OpenSim.Region.Framework.Scenes
2481 2581
2482 if (newPosition != Vector3.Zero) 2582 if (newPosition != Vector3.Zero)
2483 newObject.RootPart.GroupPosition = newPosition; 2583 newObject.RootPart.GroupPosition = newPosition;
2584 if (newObject.RootPart.KeyframeMotion != null)
2585 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2484 2586
2485 if (!AddSceneObject(newObject)) 2587 if (!AddSceneObject(newObject))
2486 { 2588 {
@@ -2549,10 +2651,17 @@ namespace OpenSim.Region.Framework.Scenes
2549 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2651 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2550 public bool AddSceneObject(SceneObjectGroup sceneObject) 2652 public bool AddSceneObject(SceneObjectGroup sceneObject)
2551 { 2653 {
2654 if (sceneObject.OwnerID == UUID.Zero)
2655 {
2656 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2657 return false;
2658 }
2659
2552 // If the user is banned, we won't let any of their objects 2660 // If the user is banned, we won't let any of their objects
2553 // enter. Period. 2661 // enter. Period.
2554 // 2662 //
2555 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2663 int flags = GetUserFlags(sceneObject.OwnerID);
2664 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2556 { 2665 {
2557 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2666 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2558 2667
@@ -2594,16 +2703,27 @@ namespace OpenSim.Region.Framework.Scenes
2594 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2703 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2595 2704
2596 if (AttachmentsModule != null) 2705 if (AttachmentsModule != null)
2597 AttachmentsModule.AttachObject(sp, grp, 0, false); 2706 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2598 } 2707 }
2599 else 2708 else
2600 { 2709 {
2710 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2601 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2711 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2602 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2712 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2603 } 2713 }
2714 if (sceneObject.OwnerID == UUID.Zero)
2715 {
2716 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2717 return false;
2718 }
2604 } 2719 }
2605 else 2720 else
2606 { 2721 {
2722 if (sceneObject.OwnerID == UUID.Zero)
2723 {
2724 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2725 return false;
2726 }
2607 AddRestoredSceneObject(sceneObject, true, false); 2727 AddRestoredSceneObject(sceneObject, true, false);
2608 2728
2609 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2729 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2632,6 +2752,24 @@ namespace OpenSim.Region.Framework.Scenes
2632 return 2; // StateSource.PrimCrossing 2752 return 2; // StateSource.PrimCrossing
2633 } 2753 }
2634 2754
2755 public int GetUserFlags(UUID user)
2756 {
2757 //Unfortunately the SP approach means that the value is cached until region is restarted
2758 /*
2759 ScenePresence sp;
2760 if (TryGetScenePresence(user, out sp))
2761 {
2762 return sp.UserFlags;
2763 }
2764 else
2765 {
2766 */
2767 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2768 if (uac == null)
2769 return 0;
2770 return uac.UserFlags;
2771 //}
2772 }
2635 #endregion 2773 #endregion
2636 2774
2637 #region Add/Remove Avatar Methods 2775 #region Add/Remove Avatar Methods
@@ -2645,7 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
2645 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2783 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2646 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2784 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2647 2785
2648// CheckHeartbeat(); 2786 CheckHeartbeat();
2649 2787
2650 ScenePresence sp = GetScenePresence(client.AgentId); 2788 ScenePresence sp = GetScenePresence(client.AgentId);
2651 2789
@@ -2699,7 +2837,13 @@ namespace OpenSim.Region.Framework.Scenes
2699 2837
2700 EventManager.TriggerOnNewClient(client); 2838 EventManager.TriggerOnNewClient(client);
2701 if (vialogin) 2839 if (vialogin)
2840 {
2702 EventManager.TriggerOnClientLogin(client); 2841 EventManager.TriggerOnClientLogin(client);
2842 // Send initial parcel data
2843 Vector3 pos = sp.AbsolutePosition;
2844 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2845 land.SendLandUpdateToClient(client);
2846 }
2703 2847
2704 return sp; 2848 return sp;
2705 } 2849 }
@@ -2789,19 +2933,12 @@ namespace OpenSim.Region.Framework.Scenes
2789 // and the scene presence and the client, if they exist 2933 // and the scene presence and the client, if they exist
2790 try 2934 try
2791 { 2935 {
2792 // We need to wait for the client to make UDP contact first. 2936 ScenePresence sp = GetScenePresence(agentID);
2793 // It's the UDP contact that creates the scene presence 2937 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2794 ScenePresence sp = WaitGetScenePresence(agentID); 2938
2795 if (sp != null) 2939 if (sp != null)
2796 {
2797 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2798
2799 sp.ControllingClient.Close(); 2940 sp.ControllingClient.Close();
2800 } 2941
2801 else
2802 {
2803 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2804 }
2805 // BANG! SLASH! 2942 // BANG! SLASH!
2806 m_authenticateHandler.RemoveCircuit(agentID); 2943 m_authenticateHandler.RemoveCircuit(agentID);
2807 2944
@@ -2846,6 +2983,8 @@ namespace OpenSim.Region.Framework.Scenes
2846 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2983 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2847 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2984 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2848 2985
2986 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2987
2849 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2988 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2850 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2989 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2851 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2990 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2902,6 +3041,7 @@ namespace OpenSim.Region.Framework.Scenes
2902 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3041 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2903 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3042 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2904 client.OnCopyInventoryItem += CopyInventoryItem; 3043 client.OnCopyInventoryItem += CopyInventoryItem;
3044 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2905 client.OnMoveInventoryItem += MoveInventoryItem; 3045 client.OnMoveInventoryItem += MoveInventoryItem;
2906 client.OnRemoveInventoryItem += RemoveInventoryItem; 3046 client.OnRemoveInventoryItem += RemoveInventoryItem;
2907 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3047 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2973,6 +3113,8 @@ namespace OpenSim.Region.Framework.Scenes
2973 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3113 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2974 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3114 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2975 3115
3116 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3117
2976 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3118 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2977 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3119 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2978 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3120 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3075,7 +3217,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 /// </summary> 3217 /// </summary>
3076 /// <param name="agentId">The avatar's Unique ID</param> 3218 /// <param name="agentId">The avatar's Unique ID</param>
3077 /// <param name="client">The IClientAPI for the client</param> 3219 /// <param name="client">The IClientAPI for the client</param>
3078 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3220 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3079 { 3221 {
3080 if (EntityTransferModule != null) 3222 if (EntityTransferModule != null)
3081 { 3223 {
@@ -3086,6 +3228,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3228 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3087 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3229 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3088 } 3230 }
3231 return false;
3089 } 3232 }
3090 3233
3091 /// <summary> 3234 /// <summary>
@@ -3195,6 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes
3195 /// <param name="flags"></param> 3338 /// <param name="flags"></param>
3196 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3339 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3197 { 3340 {
3341 //Add half the avatar's height so that the user doesn't fall through prims
3342 ScenePresence presence;
3343 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3344 {
3345 if (presence.Appearance != null)
3346 {
3347 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3348 }
3349 }
3350
3198 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3351 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3199 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3352 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3200 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3353 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3321,6 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3321 avatar.Close(); 3474 avatar.Close();
3322 3475
3323 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3476 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3477 m_log.Debug("[Scene] The avatar has left the building");
3324 } 3478 }
3325 catch (Exception e) 3479 catch (Exception e)
3326 { 3480 {
@@ -3471,13 +3625,16 @@ namespace OpenSim.Region.Framework.Scenes
3471 sp = null; 3625 sp = null;
3472 } 3626 }
3473 3627
3474 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3475 3628
3476 //On login test land permisions 3629 //On login test land permisions
3477 if (vialogin) 3630 if (vialogin)
3478 { 3631 {
3479 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3632 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3633 if (cache != null)
3634 cache.Remove(agent.firstname + " " + agent.lastname);
3635 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3480 { 3636 {
3637 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3481 return false; 3638 return false;
3482 } 3639 }
3483 } 3640 }
@@ -3500,9 +3657,15 @@ namespace OpenSim.Region.Framework.Scenes
3500 3657
3501 try 3658 try
3502 { 3659 {
3503 if (!AuthorizeUser(agent, out reason)) 3660 // Always check estate if this is a login. Always
3504 return false; 3661 // check if banned regions are to be blacked out.
3505 } catch (Exception e) 3662 if (vialogin || (!m_seeIntoBannedRegion))
3663 {
3664 if (!AuthorizeUser(agent, out reason))
3665 return false;
3666 }
3667 }
3668 catch (Exception e)
3506 { 3669 {
3507 m_log.ErrorFormat( 3670 m_log.ErrorFormat(
3508 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3671 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3633,6 +3796,8 @@ namespace OpenSim.Region.Framework.Scenes
3633 } 3796 }
3634 3797
3635 // Honor parcel landing type and position. 3798 // Honor parcel landing type and position.
3799 /*
3800 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3636 if (land != null) 3801 if (land != null)
3637 { 3802 {
3638 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3803 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3640,25 +3805,34 @@ namespace OpenSim.Region.Framework.Scenes
3640 agent.startpos = land.LandData.UserLocation; 3805 agent.startpos = land.LandData.UserLocation;
3641 } 3806 }
3642 } 3807 }
3808 */// This is now handled properly in ScenePresence.MakeRootAgent
3643 } 3809 }
3644 3810
3645 return true; 3811 return true;
3646 } 3812 }
3647 3813
3648 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3814 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3649 { 3815 {
3650 bool banned = land.IsBannedFromLand(agent.AgentID); 3816 reason = String.Empty;
3651 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3817 if (Permissions.IsGod(agentID))
3818 return true;
3819
3820 ILandObject land = LandChannel.GetLandObject(posX, posY);
3821 if (land == null)
3822 return false;
3823
3824 bool banned = land.IsBannedFromLand(agentID);
3825 bool restricted = land.IsRestrictedFromLand(agentID);
3652 3826
3653 if (banned || restricted) 3827 if (banned || restricted)
3654 { 3828 {
3655 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3829 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3656 if (nearestParcel != null) 3830 if (nearestParcel != null)
3657 { 3831 {
3658 //Move agent to nearest allowed 3832 //Move agent to nearest allowed
3659 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3833 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3660 agent.startpos.X = newPosition.X; 3834 posX = newPosition.X;
3661 agent.startpos.Y = newPosition.Y; 3835 posY = newPosition.Y;
3662 } 3836 }
3663 else 3837 else
3664 { 3838 {
@@ -3720,7 +3894,7 @@ namespace OpenSim.Region.Framework.Scenes
3720 3894
3721 if (!m_strictAccessControl) return true; 3895 if (!m_strictAccessControl) return true;
3722 if (Permissions.IsGod(agent.AgentID)) return true; 3896 if (Permissions.IsGod(agent.AgentID)) return true;
3723 3897
3724 if (AuthorizationService != null) 3898 if (AuthorizationService != null)
3725 { 3899 {
3726 if (!AuthorizationService.IsAuthorizedForRegion( 3900 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3735,7 +3909,7 @@ namespace OpenSim.Region.Framework.Scenes
3735 3909
3736 if (m_regInfo.EstateSettings != null) 3910 if (m_regInfo.EstateSettings != null)
3737 { 3911 {
3738 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3912 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3739 { 3913 {
3740 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3914 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3741 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3915 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3925,6 +4099,15 @@ namespace OpenSim.Region.Framework.Scenes
3925 4099
3926 // XPTO: if this agent is not allowed here as root, always return false 4100 // XPTO: if this agent is not allowed here as root, always return false
3927 4101
4102 // We have to wait until the viewer contacts this region after receiving EAC.
4103 // That calls AddNewClient, which finally creates the ScenePresence
4104 int flags = GetUserFlags(cAgentData.AgentID);
4105 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4106 {
4107 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4108 return false;
4109 }
4110
3928 // TODO: This check should probably be in QueryAccess(). 4111 // TODO: This check should probably be in QueryAccess().
3929 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4112 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3930 if (nearestParcel == null) 4113 if (nearestParcel == null)
@@ -4018,12 +4201,22 @@ namespace OpenSim.Region.Framework.Scenes
4018 return false; 4201 return false;
4019 } 4202 }
4020 4203
4204 public bool IncomingCloseAgent(UUID agentID)
4205 {
4206 return IncomingCloseAgent(agentID, false);
4207 }
4208
4209 public bool IncomingCloseChildAgent(UUID agentID)
4210 {
4211 return IncomingCloseAgent(agentID, true);
4212 }
4213
4021 /// <summary> 4214 /// <summary>
4022 /// Tell a single agent to disconnect from the region. 4215 /// Tell a single agent to disconnect from the region.
4023 /// </summary> 4216 /// </summary>
4024 /// <param name="regionHandle"></param>
4025 /// <param name="agentID"></param> 4217 /// <param name="agentID"></param>
4026 public bool IncomingCloseAgent(UUID agentID) 4218 /// <param name="childOnly"></param>
4219 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4027 { 4220 {
4028 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4221 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4029 4222
@@ -4616,35 +4809,81 @@ namespace OpenSim.Region.Framework.Scenes
4616 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4809 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4617 } 4810 }
4618 4811
4619 public int GetHealth() 4812 public int GetHealth(out int flags, out string message)
4620 { 4813 {
4621 // Returns: 4814 // Returns:
4622 // 1 = sim is up and accepting http requests. The heartbeat has 4815 // 1 = sim is up and accepting http requests. The heartbeat has
4623 // stopped and the sim is probably locked up, but a remote 4816 // stopped and the sim is probably locked up, but a remote
4624 // admin restart may succeed 4817 // admin restart may succeed
4625 // 4818 //
4626 // 2 = Sim is up and the heartbeat is running. The sim is likely 4819 // 2 = Sim is up and the heartbeat is running. The sim is likely
4627 // usable for people within and logins _may_ work 4820 // usable for people within
4821 //
4822 // 3 = Sim is up and one packet thread is running. Sim is
4823 // unstable and will not accept new logins
4628 // 4824 //
4629 // 3 = We have seen a new user enter within the past 4 minutes 4825 // 4 = Sim is up and both packet threads are running. Sim is
4826 // likely usable
4827 //
4828 // 5 = We have seen a new user enter within the past 4 minutes
4630 // which can be seen as positive confirmation of sim health 4829 // which can be seen as positive confirmation of sim health
4631 // 4830 //
4831
4832 flags = 0;
4833 message = String.Empty;
4834
4835 CheckHeartbeat();
4836
4837 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4838 {
4839 // We're still starting
4840 // 0 means "in startup", it can't happen another way, since
4841 // to get here, we must be able to accept http connections
4842 return 0;
4843 }
4844
4632 int health=1; // Start at 1, means we're up 4845 int health=1; // Start at 1, means we're up
4633 4846
4634 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4847 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4635 health += 1; 4848 {
4849 health+=1;
4850 flags |= 1;
4851 }
4852
4853 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4854 {
4855 health+=1;
4856 flags |= 2;
4857 }
4858
4859 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4860 {
4861 health+=1;
4862 flags |= 4;
4863 }
4636 else 4864 else
4865 {
4866int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4867System.Diagnostics.Process proc = new System.Diagnostics.Process();
4868proc.EnableRaisingEvents=false;
4869proc.StartInfo.FileName = "/bin/kill";
4870proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4871proc.Start();
4872proc.WaitForExit();
4873Thread.Sleep(1000);
4874Environment.Exit(1);
4875 }
4876
4877 if (flags != 7)
4637 return health; 4878 return health;
4638 4879
4639 // A login in the last 4 mins? We can't be doing too badly 4880 // A login in the last 4 mins? We can't be doing too badly
4640 // 4881 //
4641 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4882 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4642 health++; 4883 health++;
4643 else 4884 else
4644 return health; 4885 return health;
4645 4886
4646// CheckHeartbeat();
4647
4648 return health; 4887 return health;
4649 } 4888 }
4650 4889
@@ -4732,7 +4971,7 @@ namespace OpenSim.Region.Framework.Scenes
4732 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4971 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4733 if (wasUsingPhysics) 4972 if (wasUsingPhysics)
4734 { 4973 {
4735 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 4974 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
4736 } 4975 }
4737 } 4976 }
4738 4977
@@ -4831,14 +5070,14 @@ namespace OpenSim.Region.Framework.Scenes
4831 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5070 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4832 } 5071 }
4833 5072
4834// private void CheckHeartbeat() 5073 private void CheckHeartbeat()
4835// { 5074 {
4836// if (m_firstHeartbeat) 5075 if (m_firstHeartbeat)
4837// return; 5076 return;
4838// 5077
4839// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5078 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4840// StartTimer(); 5079 Start();
4841// } 5080 }
4842 5081
4843 public override ISceneObject DeserializeObject(string representation) 5082 public override ISceneObject DeserializeObject(string representation)
4844 { 5083 {
@@ -4850,9 +5089,14 @@ namespace OpenSim.Region.Framework.Scenes
4850 get { return m_allowScriptCrossings; } 5089 get { return m_allowScriptCrossings; }
4851 } 5090 }
4852 5091
4853 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5092 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5093 {
5094 return GetNearestAllowedPosition(avatar, null);
5095 }
5096
5097 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4854 { 5098 {
4855 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5099 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4856 5100
4857 if (nearestParcel != null) 5101 if (nearestParcel != null)
4858 { 5102 {
@@ -4861,10 +5105,7 @@ namespace OpenSim.Region.Framework.Scenes
4861 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5105 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4862 if (nearestPoint != null) 5106 if (nearestPoint != null)
4863 { 5107 {
4864// m_log.DebugFormat( 5108 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4865// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4866// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4867
4868 return nearestPoint.Value; 5109 return nearestPoint.Value;
4869 } 5110 }
4870 5111
@@ -4874,17 +5115,20 @@ namespace OpenSim.Region.Framework.Scenes
4874 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5115 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4875 if (nearestPoint != null) 5116 if (nearestPoint != null)
4876 { 5117 {
4877// m_log.DebugFormat( 5118 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4878// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4879
4880 return nearestPoint.Value; 5119 return nearestPoint.Value;
4881 } 5120 }
4882 5121
4883 //Ultimate backup if we have no idea where they are 5122 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4884// m_log.DebugFormat( 5123 if (dest != excludeParcel)
4885// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5124 {
5125 // Ultimate backup if we have no idea where they are and
5126 // the last allowed position was in another parcel
5127 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5128 return avatar.lastKnownAllowedPosition;
5129 }
4886 5130
4887 return avatar.lastKnownAllowedPosition; 5131 // else fall through to region edge
4888 } 5132 }
4889 5133
4890 //Go to the edge, this happens in teleporting to a region with no available parcels 5134 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4918,13 +5162,18 @@ namespace OpenSim.Region.Framework.Scenes
4918 5162
4919 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5163 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4920 { 5164 {
5165 return GetNearestAllowedParcel(avatarId, x, y, null);
5166 }
5167
5168 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5169 {
4921 List<ILandObject> all = AllParcels(); 5170 List<ILandObject> all = AllParcels();
4922 float minParcelDistance = float.MaxValue; 5171 float minParcelDistance = float.MaxValue;
4923 ILandObject nearestParcel = null; 5172 ILandObject nearestParcel = null;
4924 5173
4925 foreach (var parcel in all) 5174 foreach (var parcel in all)
4926 { 5175 {
4927 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5176 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4928 { 5177 {
4929 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5178 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4930 if (parcelDistance < minParcelDistance) 5179 if (parcelDistance < minParcelDistance)
@@ -5166,7 +5415,55 @@ namespace OpenSim.Region.Framework.Scenes
5166 mapModule.GenerateMaptile(); 5415 mapModule.GenerateMaptile();
5167 } 5416 }
5168 5417
5169 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5418// public void CleanDroppedAttachments()
5419// {
5420// List<SceneObjectGroup> objectsToDelete =
5421// new List<SceneObjectGroup>();
5422//
5423// lock (m_cleaningAttachments)
5424// {
5425// ForEachSOG(delegate (SceneObjectGroup grp)
5426// {
5427// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5428// {
5429// UUID agentID = grp.OwnerID;
5430// if (agentID == UUID.Zero)
5431// {
5432// objectsToDelete.Add(grp);
5433// return;
5434// }
5435//
5436// ScenePresence sp = GetScenePresence(agentID);
5437// if (sp == null)
5438// {
5439// objectsToDelete.Add(grp);
5440// return;
5441// }
5442// }
5443// });
5444// }
5445//
5446// foreach (SceneObjectGroup grp in objectsToDelete)
5447// {
5448// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5449// DeleteSceneObject(grp, true);
5450// }
5451// }
5452
5453 public void ThreadAlive(int threadCode)
5454 {
5455 switch(threadCode)
5456 {
5457 case 1: // Incoming
5458 m_lastIncoming = Util.EnvironmentTickCount();
5459 break;
5460 case 2: // Incoming
5461 m_lastOutgoing = Util.EnvironmentTickCount();
5462 break;
5463 }
5464 }
5465
5466 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5170 { 5467 {
5171 RegenerateMaptile(); 5468 RegenerateMaptile();
5172 5469
@@ -5194,6 +5491,8 @@ namespace OpenSim.Region.Framework.Scenes
5194 /// <returns></returns> 5491 /// <returns></returns>
5195 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5492 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5196 { 5493 {
5494 reason = "You are banned from the region";
5495
5197 if (EntityTransferModule.IsInTransit(agentID)) 5496 if (EntityTransferModule.IsInTransit(agentID))
5198 { 5497 {
5199 reason = "Agent is still in transit from this region"; 5498 reason = "Agent is still in transit from this region";
@@ -5205,6 +5504,12 @@ namespace OpenSim.Region.Framework.Scenes
5205 return false; 5504 return false;
5206 } 5505 }
5207 5506
5507 if (Permissions.IsGod(agentID))
5508 {
5509 reason = String.Empty;
5510 return true;
5511 }
5512
5208 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5513 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5209 // However, the long term fix is to make sure root agent count is always accurate. 5514 // However, the long term fix is to make sure root agent count is always accurate.
5210 m_sceneGraph.RecalculateStats(); 5515 m_sceneGraph.RecalculateStats();
@@ -5225,6 +5530,41 @@ namespace OpenSim.Region.Framework.Scenes
5225 } 5530 }
5226 } 5531 }
5227 5532
5533 ScenePresence presence = GetScenePresence(agentID);
5534 IClientAPI client = null;
5535 AgentCircuitData aCircuit = null;
5536
5537 if (presence != null)
5538 {
5539 client = presence.ControllingClient;
5540 if (client != null)
5541 aCircuit = client.RequestClientInfo();
5542 }
5543
5544 // We may be called before there is a presence or a client.
5545 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5546 if (client == null)
5547 {
5548 aCircuit = new AgentCircuitData();
5549 aCircuit.AgentID = agentID;
5550 aCircuit.firstname = String.Empty;
5551 aCircuit.lastname = String.Empty;
5552 }
5553
5554 try
5555 {
5556 if (!AuthorizeUser(aCircuit, out reason))
5557 {
5558 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5559 return false;
5560 }
5561 }
5562 catch (Exception e)
5563 {
5564 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5565 return false;
5566 }
5567
5228 if (position == Vector3.Zero) // Teleport 5568 if (position == Vector3.Zero) // Teleport
5229 { 5569 {
5230 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5570 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5253,13 +5593,46 @@ namespace OpenSim.Region.Framework.Scenes
5253 } 5593 }
5254 } 5594 }
5255 } 5595 }
5596
5597 float posX = 128.0f;
5598 float posY = 128.0f;
5599
5600 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5601 {
5602 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5603 return false;
5604 }
5605 }
5606 else // Walking
5607 {
5608 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5609 if (land == null)
5610 return false;
5611
5612 bool banned = land.IsBannedFromLand(agentID);
5613 bool restricted = land.IsRestrictedFromLand(agentID);
5614
5615 if (banned || restricted)
5616 return false;
5256 } 5617 }
5257 5618
5258 reason = String.Empty; 5619 reason = String.Empty;
5259 return true; 5620 return true;
5260 } 5621 }
5261 5622
5262 /// <summary> 5623 public void StartTimerWatchdog()
5624 {
5625 m_timerWatchdog.Interval = 1000;
5626 m_timerWatchdog.Elapsed += TimerWatchdog;
5627 m_timerWatchdog.AutoReset = true;
5628 m_timerWatchdog.Start();
5629 }
5630
5631 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5632 {
5633 CheckHeartbeat();
5634 }
5635
5263 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5636 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5264 /// autopilot that moves an avatar to a sit target!. 5637 /// autopilot that moves an avatar to a sit target!.
5265 /// </summary> 5638 /// </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 eff635b..c1414ee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,30 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 204 {
200 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 m_scene.SimulationService.CloseAgent(destination, agentID); 206 icon.EndInvoke(iar);
202 } 207 }
203 208
204 /// <summary>
205 /// Closes a child agents in a collection of regions. Does so asynchronously
206 /// so that the caller doesn't wait.
207 /// </summary>
208 /// <param name="agentID"></param>
209 /// <param name="regionslst"></param>
210 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
211 { 210 {
212 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
213 { 212 {
214 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
215 } 217 }
216 } 218 }
217 219
218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
219 { 221 {
220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
221 } 223 }
222 } 224 }
223} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a59758f..4c12496 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1176,6 +1256,52 @@ namespace OpenSim.Region.Framework.Scenes
1176 1256
1177 #region Client Event handlers 1257 #region Client Event handlers
1178 1258
1259 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1260 {
1261 SceneObjectPart part = GetSceneObjectPart(localID);
1262 ObjectChangeData data = (ObjectChangeData)odata;
1263
1264 if (part != null)
1265 {
1266 SceneObjectGroup grp = part.ParentGroup;
1267 if (grp != null)
1268 {
1269 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1270 {
1271 // These two are exceptions SL makes in the interpretation
1272 // of the change flags. Must check them here because otherwise
1273 // the group flag (see below) would be lost
1274 if (data.change == ObjectChangeType.groupS)
1275 data.change = ObjectChangeType.primS;
1276 if (data.change == ObjectChangeType.groupPS)
1277 data.change = ObjectChangeType.primPS;
1278 part.StoreUndoState(data.change); // lets test only saving what we changed
1279 grp.doChangeObject(part, (ObjectChangeData)data);
1280 }
1281 else
1282 {
1283 // Is this any kind of group operation?
1284 if ((data.change & ObjectChangeType.Group) != 0)
1285 {
1286 // Is a move and/or rotation requested?
1287 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1288 {
1289 // Are we allowed to move it?
1290 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1291 {
1292 // Strip all but move and rotation from request
1293 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1294
1295 part.StoreUndoState(data.change);
1296 grp.doChangeObject(part, (ObjectChangeData)data);
1297 }
1298 }
1299 }
1300 }
1301 }
1302 }
1303 }
1304
1179 /// <summary> 1305 /// <summary>
1180 /// Update the scale of an individual prim. 1306 /// Update the scale of an individual prim.
1181 /// </summary> 1307 /// </summary>
@@ -1190,7 +1316,17 @@ namespace OpenSim.Region.Framework.Scenes
1190 { 1316 {
1191 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1317 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1192 { 1318 {
1319 bool physbuild = false;
1320 if (part.ParentGroup.RootPart.PhysActor != null)
1321 {
1322 part.ParentGroup.RootPart.PhysActor.Building = true;
1323 physbuild = true;
1324 }
1325
1193 part.Resize(scale); 1326 part.Resize(scale);
1327
1328 if (physbuild)
1329 part.ParentGroup.RootPart.PhysActor.Building = false;
1194 } 1330 }
1195 } 1331 }
1196 } 1332 }
@@ -1202,7 +1338,17 @@ namespace OpenSim.Region.Framework.Scenes
1202 { 1338 {
1203 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1339 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1204 { 1340 {
1341 bool physbuild = false;
1342 if (group.RootPart.PhysActor != null)
1343 {
1344 group.RootPart.PhysActor.Building = true;
1345 physbuild = true;
1346 }
1347
1205 group.GroupResize(scale); 1348 group.GroupResize(scale);
1349
1350 if (physbuild)
1351 group.RootPart.PhysActor.Building = false;
1206 } 1352 }
1207 } 1353 }
1208 } 1354 }
@@ -1330,8 +1476,13 @@ namespace OpenSim.Region.Framework.Scenes
1330 { 1476 {
1331 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1477 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1332 { 1478 {
1333 if (m_parentScene.AttachmentsModule != null) 1479 // Set the new attachment point data in the object
1334 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1480 byte attachmentPoint = group.GetAttachmentPoint();
1481 group.UpdateGroupPosition(pos);
1482 group.IsAttachment = false;
1483 group.AbsolutePosition = group.RootPart.AttachedPos;
1484 group.AttachmentPoint = attachmentPoint;
1485 group.HasGroupChanged = true;
1335 } 1486 }
1336 else 1487 else
1337 { 1488 {
@@ -1379,7 +1530,7 @@ namespace OpenSim.Region.Framework.Scenes
1379 /// <param name="SetPhantom"></param> 1530 /// <param name="SetPhantom"></param>
1380 /// <param name="remoteClient"></param> 1531 /// <param name="remoteClient"></param>
1381 protected internal void UpdatePrimFlags( 1532 protected internal void UpdatePrimFlags(
1382 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1533 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1383 { 1534 {
1384 SceneObjectGroup group = GetGroupByPrim(localID); 1535 SceneObjectGroup group = GetGroupByPrim(localID);
1385 if (group != null) 1536 if (group != null)
@@ -1387,7 +1538,28 @@ namespace OpenSim.Region.Framework.Scenes
1387 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1538 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1388 { 1539 {
1389 // VolumeDetect can't be set via UI and will always be off when a change is made there 1540 // VolumeDetect can't be set via UI and will always be off when a change is made there
1390 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1541 // now only change volume dtc if phantom off
1542
1543 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1544 {
1545 bool vdtc;
1546 if (SetPhantom) // if phantom keep volumedtc
1547 vdtc = group.RootPart.VolumeDetectActive;
1548 else // else turn it off
1549 vdtc = false;
1550
1551 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1552 }
1553 else
1554 {
1555 SceneObjectPart part = GetSceneObjectPart(localID);
1556 if (part != null)
1557 {
1558 part.UpdateExtraPhysics(PhysData);
1559 if (part.UpdatePhysRequired)
1560 remoteClient.SendPartPhysicsProprieties(part);
1561 }
1562 }
1391 } 1563 }
1392 } 1564 }
1393 } 1565 }
@@ -1531,6 +1703,7 @@ namespace OpenSim.Region.Framework.Scenes
1531 { 1703 {
1532 part.Material = Convert.ToByte(material); 1704 part.Material = Convert.ToByte(material);
1533 group.HasGroupChanged = true; 1705 group.HasGroupChanged = true;
1706 remoteClient.SendPartPhysicsProprieties(part);
1534 } 1707 }
1535 } 1708 }
1536 } 1709 }
@@ -1595,6 +1768,12 @@ namespace OpenSim.Region.Framework.Scenes
1595 /// <param name="childPrims"></param> 1768 /// <param name="childPrims"></param>
1596 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1769 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1597 { 1770 {
1771 if (root.KeyframeMotion != null)
1772 {
1773 root.KeyframeMotion.Stop();
1774 root.KeyframeMotion = null;
1775 }
1776
1598 SceneObjectGroup parentGroup = root.ParentGroup; 1777 SceneObjectGroup parentGroup = root.ParentGroup;
1599 if (parentGroup == null) return; 1778 if (parentGroup == null) return;
1600 1779
@@ -1603,8 +1782,11 @@ namespace OpenSim.Region.Framework.Scenes
1603 return; 1782 return;
1604 1783
1605 Monitor.Enter(m_updateLock); 1784 Monitor.Enter(m_updateLock);
1785
1606 try 1786 try
1607 { 1787 {
1788 parentGroup.areUpdatesSuspended = true;
1789
1608 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1790 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1609 1791
1610 // We do this in reverse to get the link order of the prims correct 1792 // We do this in reverse to get the link order of the prims correct
@@ -1619,9 +1801,13 @@ namespace OpenSim.Region.Framework.Scenes
1619 // Make sure no child prim is set for sale 1801 // Make sure no child prim is set for sale
1620 // So that, on delink, no prims are unwittingly 1802 // So that, on delink, no prims are unwittingly
1621 // left for sale and sold off 1803 // left for sale and sold off
1622 child.RootPart.ObjectSaleType = 0; 1804
1623 child.RootPart.SalePrice = 10; 1805 if (child != null)
1624 childGroups.Add(child); 1806 {
1807 child.RootPart.ObjectSaleType = 0;
1808 child.RootPart.SalePrice = 10;
1809 childGroups.Add(child);
1810 }
1625 } 1811 }
1626 1812
1627 foreach (SceneObjectGroup child in childGroups) 1813 foreach (SceneObjectGroup child in childGroups)
@@ -1648,6 +1834,16 @@ namespace OpenSim.Region.Framework.Scenes
1648 } 1834 }
1649 finally 1835 finally
1650 { 1836 {
1837 lock (SceneObjectGroupsByLocalPartID)
1838 {
1839 foreach (SceneObjectPart part in parentGroup.Parts)
1840 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1841 }
1842
1843 parentGroup.areUpdatesSuspended = false;
1844 parentGroup.HasGroupChanged = true;
1845 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1846 parentGroup.ScheduleGroupForFullUpdate();
1651 Monitor.Exit(m_updateLock); 1847 Monitor.Exit(m_updateLock);
1652 } 1848 }
1653 } 1849 }
@@ -1670,6 +1866,11 @@ namespace OpenSim.Region.Framework.Scenes
1670 { 1866 {
1671 if (part != null) 1867 if (part != null)
1672 { 1868 {
1869 if (part.KeyframeMotion != null)
1870 {
1871 part.KeyframeMotion.Stop();
1872 part.KeyframeMotion = null;
1873 }
1673 if (part.ParentGroup.PrimCount != 1) // Skip single 1874 if (part.ParentGroup.PrimCount != 1) // Skip single
1674 { 1875 {
1675 if (part.LinkNum < 2) // Root 1876 if (part.LinkNum < 2) // Root
@@ -1684,21 +1885,24 @@ namespace OpenSim.Region.Framework.Scenes
1684 1885
1685 SceneObjectGroup group = part.ParentGroup; 1886 SceneObjectGroup group = part.ParentGroup;
1686 if (!affectedGroups.Contains(group)) 1887 if (!affectedGroups.Contains(group))
1888 {
1889 group.areUpdatesSuspended = true;
1687 affectedGroups.Add(group); 1890 affectedGroups.Add(group);
1891 }
1688 } 1892 }
1689 } 1893 }
1690 } 1894 }
1691 1895
1692 foreach (SceneObjectPart child in childParts) 1896 if (childParts.Count > 0)
1693 { 1897 {
1694 // Unlink all child parts from their groups 1898 foreach (SceneObjectPart child in childParts)
1695 // 1899 {
1696 child.ParentGroup.DelinkFromGroup(child, true); 1900 // Unlink all child parts from their groups
1697 1901 //
1698 // These are not in affected groups and will not be 1902 child.ParentGroup.DelinkFromGroup(child, true);
1699 // handled further. Do the honors here. 1903 child.ParentGroup.HasGroupChanged = true;
1700 child.ParentGroup.HasGroupChanged = true; 1904 child.ParentGroup.ScheduleGroupForFullUpdate();
1701 child.ParentGroup.ScheduleGroupForFullUpdate(); 1905 }
1702 } 1906 }
1703 1907
1704 foreach (SceneObjectPart root in rootParts) 1908 foreach (SceneObjectPart root in rootParts)
@@ -1708,56 +1912,68 @@ namespace OpenSim.Region.Framework.Scenes
1708 // However, editing linked parts and unlinking may be different 1912 // However, editing linked parts and unlinking may be different
1709 // 1913 //
1710 SceneObjectGroup group = root.ParentGroup; 1914 SceneObjectGroup group = root.ParentGroup;
1915 group.areUpdatesSuspended = true;
1711 1916
1712 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1917 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1713 int numChildren = newSet.Count; 1918 int numChildren = newSet.Count;
1714 1919
1920 if (numChildren == 1)
1921 break;
1922
1715 // If there are prims left in a link set, but the root is 1923 // If there are prims left in a link set, but the root is
1716 // slated for unlink, we need to do this 1924 // slated for unlink, we need to do this
1925 // Unlink the remaining set
1717 // 1926 //
1718 if (numChildren != 1) 1927 bool sendEventsToRemainder = true;
1719 { 1928 if (numChildren > 1)
1720 // Unlink the remaining set 1929 sendEventsToRemainder = false;
1721 //
1722 bool sendEventsToRemainder = true;
1723 if (numChildren > 1)
1724 sendEventsToRemainder = false;
1725 1930
1726 foreach (SceneObjectPart p in newSet) 1931 foreach (SceneObjectPart p in newSet)
1932 {
1933 if (p != group.RootPart)
1727 { 1934 {
1728 if (p != group.RootPart) 1935 group.DelinkFromGroup(p, sendEventsToRemainder);
1729 group.DelinkFromGroup(p, sendEventsToRemainder); 1936 if (numChildren > 2)
1937 {
1938 p.ParentGroup.areUpdatesSuspended = true;
1939 }
1940 else
1941 {
1942 p.ParentGroup.HasGroupChanged = true;
1943 p.ParentGroup.ScheduleGroupForFullUpdate();
1944 }
1730 } 1945 }
1946 }
1947
1948 // If there is more than one prim remaining, we
1949 // need to re-link
1950 //
1951 if (numChildren > 2)
1952 {
1953 // Remove old root
1954 //
1955 if (newSet.Contains(root))
1956 newSet.Remove(root);
1731 1957
1732 // If there is more than one prim remaining, we 1958 // Preserve link ordering
1733 // need to re-link
1734 // 1959 //
1735 if (numChildren > 2) 1960 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1736 { 1961 {
1737 // Remove old root 1962 return a.LinkNum.CompareTo(b.LinkNum);
1738 // 1963 });
1739 if (newSet.Contains(root))
1740 newSet.Remove(root);
1741
1742 // Preserve link ordering
1743 //
1744 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1745 {
1746 return a.LinkNum.CompareTo(b.LinkNum);
1747 });
1748 1964
1749 // Determine new root 1965 // Determine new root
1750 // 1966 //
1751 SceneObjectPart newRoot = newSet[0]; 1967 SceneObjectPart newRoot = newSet[0];
1752 newSet.RemoveAt(0); 1968 newSet.RemoveAt(0);
1753 1969
1754 foreach (SceneObjectPart newChild in newSet) 1970 foreach (SceneObjectPart newChild in newSet)
1755 newChild.ClearUpdateSchedule(); 1971 newChild.ClearUpdateSchedule();
1756 1972
1757 LinkObjects(newRoot, newSet); 1973 newRoot.ParentGroup.areUpdatesSuspended = true;
1758 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1974 LinkObjects(newRoot, newSet);
1759 affectedGroups.Add(newRoot.ParentGroup); 1975 if (!affectedGroups.Contains(newRoot.ParentGroup))
1760 } 1976 affectedGroups.Add(newRoot.ParentGroup);
1761 } 1977 }
1762 } 1978 }
1763 1979
@@ -1765,8 +1981,14 @@ namespace OpenSim.Region.Framework.Scenes
1765 // 1981 //
1766 foreach (SceneObjectGroup g in affectedGroups) 1982 foreach (SceneObjectGroup g in affectedGroups)
1767 { 1983 {
1984 // Child prims that have been unlinked and deleted will
1985 // return unless the root is deleted. This will remove them
1986 // from the database. They will be rewritten immediately,
1987 // minus the rows for the unlinked child prims.
1988 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1768 g.TriggerScriptChangedEvent(Changed.LINK); 1989 g.TriggerScriptChangedEvent(Changed.LINK);
1769 g.HasGroupChanged = true; // Persist 1990 g.HasGroupChanged = true; // Persist
1991 g.areUpdatesSuspended = false;
1770 g.ScheduleGroupForFullUpdate(); 1992 g.ScheduleGroupForFullUpdate();
1771 } 1993 }
1772 } 1994 }
@@ -1838,108 +2060,96 @@ namespace OpenSim.Region.Framework.Scenes
1838 /// <param name="GroupID"></param> 2060 /// <param name="GroupID"></param>
1839 /// <param name="rot"></param> 2061 /// <param name="rot"></param>
1840 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2062 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1841 public SceneObjectGroup DuplicateObject( 2063 /// <summary>
1842 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2064 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1843 { 2065 {
1844 Monitor.Enter(m_updateLock); 2066// m_log.DebugFormat(
2067// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2068// originalPrimID, offset, AgentID);
1845 2069
1846 try 2070 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2071 if (original != null)
1847 { 2072 {
1848 // m_log.DebugFormat( 2073 if (m_parentScene.Permissions.CanDuplicateObject(
1849 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2074 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1850 // originalPrimID, offset, AgentID);
1851
1852 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1853 if (original == null)
1854 { 2075 {
1855 m_log.WarnFormat( 2076 SceneObjectGroup copy = original.Copy(true);
1856 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2077 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1857 2078
1858 return null; 2079 if (original.OwnerID != AgentID)
1859 } 2080 {
2081 copy.SetOwnerId(AgentID);
2082 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1860 2083
1861 if (!m_parentScene.Permissions.CanDuplicateObject( 2084 SceneObjectPart[] partList = copy.Parts;
1862 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1863 return null;
1864 2085
1865 SceneObjectGroup copy = original.Copy(true); 2086 if (m_parentScene.Permissions.PropagatePermissions())
1866 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2087 {
2088 foreach (SceneObjectPart child in partList)
2089 {
2090 child.Inventory.ChangeInventoryOwner(AgentID);
2091 child.TriggerScriptChangedEvent(Changed.OWNER);
2092 child.ApplyNextOwnerPermissions();
2093 }
2094 }
2095 }
1867 2096
1868 if (original.OwnerID != AgentID) 2097 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1869 { 2098 Entities.Add(copy);
1870 copy.SetOwnerId(AgentID);
1871 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1872 2099
1873 SceneObjectPart[] partList = copy.Parts; 2100 lock (SceneObjectGroupsByFullID)
2101 SceneObjectGroupsByFullID[copy.UUID] = copy;
1874 2102
1875 if (m_parentScene.Permissions.PropagatePermissions()) 2103 SceneObjectPart[] children = copy.Parts;
2104
2105 lock (SceneObjectGroupsByFullPartID)
1876 { 2106 {
1877 foreach (SceneObjectPart child in partList) 2107 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1878 { 2108 foreach (SceneObjectPart part in children)
1879 child.Inventory.ChangeInventoryOwner(AgentID); 2109 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1880 child.TriggerScriptChangedEvent(Changed.OWNER);
1881 child.ApplyNextOwnerPermissions();
1882 }
1883 } 2110 }
1884 2111
1885 copy.RootPart.ObjectSaleType = 0; 2112 lock (SceneObjectGroupsByLocalPartID)
1886 copy.RootPart.SalePrice = 10; 2113 {
1887 } 2114 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2115 foreach (SceneObjectPart part in children)
2116 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2117 }
2118 // PROBABLE END OF FIXME
1888 2119
1889 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2120 // Since we copy from a source group that is in selected
1890 Entities.Add(copy); 2121 // state, but the copy is shown deselected in the viewer,
1891 2122 // We need to clear the selection flag here, else that
1892 lock (SceneObjectGroupsByFullID) 2123 // prim never gets persisted at all. The client doesn't
1893 SceneObjectGroupsByFullID[copy.UUID] = copy; 2124 // think it's selected, so it will never send a deselect...
1894 2125 copy.IsSelected = false;
1895 SceneObjectPart[] children = copy.Parts; 2126
1896 2127 m_numPrim += copy.Parts.Length;
1897 lock (SceneObjectGroupsByFullPartID) 2128
1898 { 2129 if (rot != Quaternion.Identity)
1899 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2130 {
1900 foreach (SceneObjectPart part in children) 2131 copy.UpdateGroupRotationR(rot);
1901 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2132 }
1902 }
1903
1904 lock (SceneObjectGroupsByLocalPartID)
1905 {
1906 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1907 foreach (SceneObjectPart part in children)
1908 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1909 }
1910 // PROBABLE END OF FIXME
1911
1912 // Since we copy from a source group that is in selected
1913 // state, but the copy is shown deselected in the viewer,
1914 // We need to clear the selection flag here, else that
1915 // prim never gets persisted at all. The client doesn't
1916 // think it's selected, so it will never send a deselect...
1917 copy.IsSelected = false;
1918
1919 m_numPrim += copy.Parts.Length;
1920
1921 if (rot != Quaternion.Identity)
1922 {
1923 copy.UpdateGroupRotationR(rot);
1924 }
1925 2133
1926 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2134 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1927 copy.HasGroupChanged = true; 2135 copy.HasGroupChanged = true;
1928 copy.ScheduleGroupForFullUpdate(); 2136 copy.ScheduleGroupForFullUpdate();
1929 copy.ResumeScripts(); 2137 copy.ResumeScripts();
1930 2138
1931 // required for physics to update it's position 2139 // required for physics to update it's position
1932 copy.AbsolutePosition = copy.AbsolutePosition; 2140 copy.AbsolutePosition = copy.AbsolutePosition;
1933 2141
1934 return copy; 2142 return copy;
2143 }
1935 } 2144 }
1936 finally 2145 else
1937 { 2146 {
1938 Monitor.Exit(m_updateLock); 2147 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1939 } 2148 }
2149
2150 return null;
1940 } 2151 }
1941 2152
1942 /// <summary>
1943 /// Calculates the distance between two Vector3s 2153 /// Calculates the distance between two Vector3s
1944 /// </summary> 2154 /// </summary>
1945 /// <param name="v1"></param> 2155 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e3fed49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
53 get { return m_instance; } 53 get { return m_instance; }
54 } 54 }
55 55
56 private readonly List<Scene> m_localScenes = new List<Scene>(); 56 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
57 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
58 58
59 public List<Scene> Scenes 59 public List<Scene> Scenes
60 { 60 {
61 get { return new List<Scene>(m_localScenes); } 61 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
62 } 62 }
63 63
64 public Scene CurrentScene 64 public Scene CurrentScene
@@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 if (m_currentScene == null) 73 if (m_currentScene == null)
74 { 74 {
75 lock (m_localScenes) 75 List<Scene> sceneList = Scenes;
76 { 76 if (sceneList.Count == 0)
77 if (m_localScenes.Count > 0) 77 return null;
78 return m_localScenes[0]; 78 return sceneList[0];
79 else
80 return null;
81 }
82 } 79 }
83 else 80 else
84 { 81 {
@@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
90 public SceneManager() 87 public SceneManager()
91 { 88 {
92 m_instance = this; 89 m_instance = this;
93 m_localScenes = new List<Scene>(); 90 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
94 } 91 }
95 92
96 public void Close() 93 public void Close()
@@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
98 // collect known shared modules in sharedModules 95 // collect known shared modules in sharedModules
99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 96 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
100 97
101 lock (m_localScenes) 98 List<Scene> sceneList = Scenes;
99 for (int i = 0; i < sceneList.Count; i++)
102 { 100 {
103 for (int i = 0; i < m_localScenes.Count; i++) 101 // extract known shared modules from scene
102 foreach (string k in sceneList[i].Modules.Keys)
104 { 103 {
105 // extract known shared modules from scene 104 if (sceneList[i].Modules[k].IsSharedModule &&
106 foreach (string k in m_localScenes[i].Modules.Keys) 105 !sharedModules.ContainsKey(k))
107 { 106 sharedModules[k] = sceneList[i].Modules[k];
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
114 } 107 }
108 // close scene/region
109 sceneList[i].Close();
115 } 110 }
116 111
117 // all regions/scenes are now closed, we can now safely 112 // all regions/scenes are now closed, we can now safely
@@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
120 { 115 {
121 mod.Close(); 116 mod.Close();
122 } 117 }
118
119 m_localScenes.Clear();
123 } 120 }
124 121
125 public void Close(Scene cscene) 122 public void Close(Scene cscene)
126 { 123 {
127 lock (m_localScenes) 124 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
128 { 125 return;
129 if (m_localScenes.Contains(cscene)) 126 cscene.Close();
130 {
131 for (int i = 0; i < m_localScenes.Count; i++)
132 {
133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
137 }
138 }
139 }
140 } 127 }
141 128
142 public void Add(Scene scene) 129 public void Add(Scene scene)
143 { 130 {
144 scene.OnRestart += HandleRestart; 131 scene.OnRestart += HandleRestart;
145 132
146 lock (m_localScenes) 133 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
147 m_localScenes.Add(scene);
148 } 134 }
149 135
150 public void HandleRestart(RegionInfo rdata) 136 public void HandleRestart(RegionInfo rdata)
@@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 138 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
153 int RegionSceneElement = -1; 139 int RegionSceneElement = -1;
154 140
155 lock (m_localScenes) 141 m_localScenes.Remove(rdata.RegionID);
156 {
157 for (int i = 0; i < m_localScenes.Count; i++)
158 {
159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
163 }
164
165 // Now we make sure the region is no longer known about by the SceneManager
166 // Prevents duplicates.
167
168 if (RegionSceneElement >= 0)
169 {
170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
172 }
173 142
174 // Send signal to main that we're restarting this sim. 143 // Send signal to main that we're restarting this sim.
175 OnRestartSim(rdata); 144 OnRestartSim(rdata);
@@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
179 { 148 {
180 RegionInfo Result = null; 149 RegionInfo Result = null;
181 150
182 lock (m_localScenes) 151 Scene s = m_localScenes.FindValue(delegate(Scene x)
183 {
184 for (int i = 0; i < m_localScenes.Count; i++)
185 {
186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
187 { 152 {
188 // Inform other regions to tell their avatar about me 153 if (x.RegionInfo.RegionHandle == regionHandle)
189 Result = m_localScenes[i].RegionInfo; 154 return true;
190 } 155 return false;
191 } 156 });
192 157
193 if (Result != null) 158 if (s != null)
159 {
160 List<Scene> sceneList = Scenes;
161
162 for (int i = 0; i < sceneList.Count; i++)
194 { 163 {
195 for (int i = 0; i < m_localScenes.Count; i++) 164 if (sceneList[i]!= s)
196 { 165 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 166 // Inform other regions to tell their avatar about me
198 { 167 //sceneList[i].OtherRegionUp(Result);
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 } 168 }
203 } 169 }
204 else 170 }
205 { 171 else
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 172 {
207 } 173 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
208 } 174 }
209 } 175 }
210 176
@@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
308 { 274 {
309 if (m_currentScene == null) 275 if (m_currentScene == null)
310 { 276 {
311 lock (m_localScenes) 277 List<Scene> sceneList = Scenes;
312 m_localScenes.ForEach(func); 278 sceneList.ForEach(func);
313 } 279 }
314 else 280 else
315 { 281 {
@@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
338 } 304 }
339 else 305 else
340 { 306 {
341 lock (m_localScenes) 307 Scene s;
308
309 if (m_localScenes.TryGetValue(regionName, out s))
342 { 310 {
343 foreach (Scene scene in m_localScenes) 311 m_currentScene = s;
344 { 312 return true;
345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
346 {
347 m_currentScene = scene;
348 return true;
349 }
350 }
351 } 313 }
352 314
353 return false; 315 return false;
@@ -356,18 +318,14 @@ namespace OpenSim.Region.Framework.Scenes
356 318
357 public bool TrySetCurrentScene(UUID regionID) 319 public bool TrySetCurrentScene(UUID regionID)
358 { 320 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 321// m_log.Debug("Searching for Region: '" + regionID + "'");
360 322
361 lock (m_localScenes) 323 Scene s;
324
325 if (m_localScenes.TryGetValue(regionID, out s))
362 { 326 {
363 foreach (Scene scene in m_localScenes) 327 m_currentScene = s;
364 { 328 return true;
365 if (scene.RegionInfo.RegionID == regionID)
366 {
367 m_currentScene = scene;
368 return true;
369 }
370 }
371 } 329 }
372 330
373 return false; 331 return false;
@@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
375 333
376 public bool TryGetScene(string regionName, out Scene scene) 334 public bool TryGetScene(string regionName, out Scene scene)
377 { 335 {
378 lock (m_localScenes) 336 return m_localScenes.TryGetValue(regionName, out scene);
379 {
380 foreach (Scene mscene in m_localScenes)
381 {
382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
383 {
384 scene = mscene;
385 return true;
386 }
387 }
388 }
389
390 scene = null;
391 return false;
392 } 337 }
393 338
394 public bool TryGetScene(UUID regionID, out Scene scene) 339 public bool TryGetScene(UUID regionID, out Scene scene)
395 { 340 {
396 lock (m_localScenes) 341 return m_localScenes.TryGetValue(regionID, out scene);
397 {
398 foreach (Scene mscene in m_localScenes)
399 {
400 if (mscene.RegionInfo.RegionID == regionID)
401 {
402 scene = mscene;
403 return true;
404 }
405 }
406 }
407
408 scene = null;
409 return false;
410 } 342 }
411 343
412 public bool TryGetScene(uint locX, uint locY, out Scene scene) 344 public bool TryGetScene(uint locX, uint locY, out Scene scene)
413 { 345 {
414 lock (m_localScenes) 346 List<Scene> sceneList = Scenes;
347 foreach (Scene mscene in sceneList)
415 { 348 {
416 foreach (Scene mscene in m_localScenes) 349 if (mscene.RegionInfo.RegionLocX == locX &&
350 mscene.RegionInfo.RegionLocY == locY)
417 { 351 {
418 if (mscene.RegionInfo.RegionLocX == locX && 352 scene = mscene;
419 mscene.RegionInfo.RegionLocY == locY) 353 return true;
420 {
421 scene = mscene;
422 return true;
423 }
424 } 354 }
425 } 355 }
426 356
@@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
430 360
431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 361 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
432 { 362 {
433 lock (m_localScenes) 363 List<Scene> sceneList = Scenes;
364 foreach (Scene mscene in sceneList)
434 { 365 {
435 foreach (Scene mscene in m_localScenes) 366 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
367 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
436 { 368 {
437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 369 scene = mscene;
438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 370 return true;
439 {
440 scene = mscene;
441 return true;
442 }
443 } 371 }
444 } 372 }
445 373
@@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
504 432
505 public RegionInfo GetRegionInfo(UUID regionID) 433 public RegionInfo GetRegionInfo(UUID regionID)
506 { 434 {
507 lock (m_localScenes) 435 Scene s;
436 if (m_localScenes.TryGetValue(regionID, out s))
508 { 437 {
509 foreach (Scene scene in m_localScenes) 438 return s.RegionInfo;
510 {
511 if (scene.RegionInfo.RegionID == regionID)
512 {
513 return scene.RegionInfo;
514 }
515 }
516 } 439 }
517 440
518 return null; 441 return null;
@@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
530 453
531 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 454 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
532 { 455 {
533 lock (m_localScenes) 456 List<Scene> sceneList = Scenes;
457 foreach (Scene scene in sceneList)
534 { 458 {
535 foreach (Scene scene in m_localScenes) 459 if (scene.TryGetScenePresence(avatarId, out avatar))
536 { 460 {
537 if (scene.TryGetScenePresence(avatarId, out avatar)) 461 return true;
538 {
539 return true;
540 }
541 } 462 }
542 } 463 }
543 464
@@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
547 468
548 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 469 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
549 { 470 {
550 lock (m_localScenes) 471 List<Scene> sceneList = Scenes;
472 foreach (Scene scene in sceneList)
551 { 473 {
552 foreach (Scene scene in m_localScenes) 474 avatar = scene.GetScenePresence(avatarId);
553 {
554 avatar = scene.GetScenePresence(avatarId);
555 475
556 if (avatar != null && !avatar.IsChildAgent) 476 if (avatar != null && !avatar.IsChildAgent)
557 return true; 477 return true;
558 }
559 } 478 }
560 479
561 avatar = null; 480 avatar = null;
@@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
564 483
565 public void CloseScene(Scene scene) 484 public void CloseScene(Scene scene)
566 { 485 {
567 lock (m_localScenes) 486 m_localScenes.Remove(scene.RegionInfo.RegionID);
568 m_localScenes.Remove(scene);
569 487
570 scene.Close(); 488 scene.Close();
571 } 489 }
572 490
573 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 491 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
574 { 492 {
575 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
576 { 495 {
577 foreach (Scene scene in m_localScenes) 496 if (scene.TryGetAvatarByName(avatarName, out avatar))
578 { 497 {
579 if (scene.TryGetAvatarByName(avatarName, out avatar)) 498 return true;
580 {
581 return true;
582 }
583 } 499 }
584 } 500 }
585 501
@@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
589 505
590 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 506 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
591 { 507 {
592 lock (m_localScenes) 508 List<Scene> sceneList = Scenes;
509 foreach (Scene scene in sceneList)
593 { 510 {
594 foreach (Scene scene in m_localScenes) 511 sp = scene.GetScenePresence(firstName, lastName);
595 { 512 if (sp != null && !sp.IsChildAgent)
596 sp = scene.GetScenePresence(firstName, lastName); 513 return true;
597 if (sp != null && !sp.IsChildAgent)
598 return true;
599 }
600 } 514 }
601 515
602 sp = null; 516 sp = null;
@@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
605 519
606 public void ForEachScene(Action<Scene> action) 520 public void ForEachScene(Action<Scene> action)
607 { 521 {
608 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
609 m_localScenes.ForEach(action); 523 sceneList.ForEach(action);
610 } 524 }
611 } 525 }
612} 526}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 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 20d7a01..904c896 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; }
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes
391 { 465 {
392 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 466 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
393 } 467 }
394 468
469
470
471 private struct avtocrossInfo
472 {
473 public ScenePresence av;
474 public uint ParentID;
475 }
476
395 /// <summary> 477 /// <summary>
396 /// The absolute position of this scene object in the scene 478 /// The absolute position of this scene object in the scene
397 /// </summary> 479 /// </summary>
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes
404 486
405 if (Scene != null) 487 if (Scene != null)
406 { 488 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 489 // 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)) 490 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
491 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
492 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
493 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 494 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 495 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 496 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
497 uint x = 0;
498 uint y = 0;
499 string version = String.Empty;
500 Vector3 newpos = Vector3.Zero;
501 OpenSim.Services.Interfaces.GridRegion destination = null;
502
503 bool canCross = true;
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 // We need to cross these agents. First, let's find
507 // out if any of them can't cross for some reason.
508 // We have to deny the crossing entirely if any
509 // of them are banned. Alternatively, we could
510 // unsit banned agents....
511
512
513 // We set the avatar position as being the object
514 // position to get the region to send to
515 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
516 {
517 canCross = false;
518 break;
519 }
520
521 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
522 }
523
524 if (canCross)
525 {
526 // We unparent the SP quietly so that it won't
527 // be made to stand up
528
529 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
530
531 foreach (ScenePresence av in m_linkedAvatars)
532 {
533 avtocrossInfo avinfo = new avtocrossInfo();
534 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
535 if (parentPart != null)
536 av.ParentUUID = parentPart.UUID;
537
538 avinfo.av = av;
539 avinfo.ParentID = av.ParentID;
540 avsToCross.Add(avinfo);
541
542 av.ParentID = 0;
543 }
544
545// m_linkedAvatars.Clear();
546 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
547
548 // Normalize
549 if (val.X >= Constants.RegionSize)
550 val.X -= Constants.RegionSize;
551 if (val.Y >= Constants.RegionSize)
552 val.Y -= Constants.RegionSize;
553 if (val.X < 0)
554 val.X += Constants.RegionSize;
555 if (val.Y < 0)
556 val.Y += Constants.RegionSize;
557
558 // If it's deleted, crossing was successful
559 if (IsDeleted)
560 {
561 // foreach (ScenePresence av in m_linkedAvatars)
562 foreach (avtocrossInfo avinfo in avsToCross)
563 {
564 ScenePresence av = avinfo.av;
565 if (!av.IsInTransit) // just in case...
566 {
567 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
568
569 av.IsInTransit = true;
570
571 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
572 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
573 }
574 else
575 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
576 }
577 avsToCross.Clear();
578 return;
579 }
580 else // cross failed, put avas back ??
581 {
582 foreach (avtocrossInfo avinfo in avsToCross)
583 {
584 ScenePresence av = avinfo.av;
585 av.ParentUUID = UUID.Zero;
586 av.ParentID = avinfo.ParentID;
587// m_linkedAvatars.Add(av);
588 }
589 }
590 avsToCross.Clear();
591
592 }
593 else if (RootPart.PhysActor != null)
594 {
595 RootPart.PhysActor.CrossingFailure();
596 }
597
598 Vector3 oldp = AbsolutePosition;
599 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
600 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
601 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 602 }
413 } 603 }
414 604
605/* don't see the need but worse don't see where is restored to false if things stay in
606 foreach (SceneObjectPart part in m_parts.GetArray())
607 {
608 part.IgnoreUndoUpdate = true;
609 }
610 */
415 if (RootPart.GetStatusSandbox()) 611 if (RootPart.GetStatusSandbox())
416 { 612 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 613 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 621 return;
426 } 622 }
427 } 623 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 624 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 625 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 626 if (m_dupeInProgress)
627 triggerScriptEvent = false;
628 foreach (SceneObjectPart part in parts)
629 {
630 part.GroupPosition = val;
631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 }
634 if (!m_dupeInProgress)
635 {
636 foreach (ScenePresence av in m_linkedAvatars)
637 {
638 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
639 if (p != null && m_parts.TryGetValue(p.UUID, out p))
640 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents();
645 }
646 }
647 }
432 648
433 //if (m_rootPart.PhysActor != null) 649 //if (m_rootPart.PhysActor != null)
434 //{ 650 //{
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes
443 } 659 }
444 } 660 }
445 661
662 public override Vector3 Velocity
663 {
664 get { return RootPart.Velocity; }
665 set { RootPart.Velocity = value; }
666 }
667
668 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
669 {
670 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
671 ScenePresence agent = icon.EndInvoke(iar);
672
673 //// If the cross was successful, this agent is a child agent
674 if (agent.IsChildAgent)
675 {
676 if (agent.ParentUUID != UUID.Zero)
677 {
678 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero;
681 }
682 }
683
684 agent.ParentUUID = UUID.Zero;
685
686// agent.Reset();
687// else // Not successful
688// agent.RestoreInCurrentScene();
689
690 // In any case
691 agent.IsInTransit = false;
692
693 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
694 }
695
446 public override uint LocalId 696 public override uint LocalId
447 { 697 {
448 get { return m_rootPart.LocalId; } 698 get { return m_rootPart.LocalId; }
@@ -513,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes
513 m_isSelected = value; 763 m_isSelected = value;
514 // Tell physics engine that group is selected 764 // Tell physics engine that group is selected
515 765
766 // this is not right
767 // but ode engines should only really need to know about root part
768 // so they can put entire object simulation on hold and not colliding
769 // keep as was for now
770
516 PhysicsActor pa = m_rootPart.PhysActor; 771 PhysicsActor pa = m_rootPart.PhysActor;
517 if (pa != null) 772 if (pa != null)
518 { 773 {
@@ -529,6 +784,42 @@ namespace OpenSim.Region.Framework.Scenes
529 childPa.Selected = value; 784 childPa.Selected = value;
530 } 785 }
531 } 786 }
787 if (RootPart.KeyframeMotion != null)
788 RootPart.KeyframeMotion.Selected = value;
789 }
790 }
791
792 public void PartSelectChanged(bool partSelect)
793 {
794 // any part selected makes group selected
795 if (m_isSelected == partSelect)
796 return;
797
798 if (partSelect)
799 {
800 IsSelected = partSelect;
801// if (!IsAttachment)
802// ScheduleGroupForFullUpdate();
803 }
804 else
805 {
806 // bad bad bad 2 heavy for large linksets
807 // since viewer does send lot of (un)selects
808 // this needs to be replaced by a specific list or count ?
809 // but that will require extra code in several places
810
811 SceneObjectPart[] parts = m_parts.GetArray();
812 for (int i = 0; i < parts.Length; i++)
813 {
814 SceneObjectPart part = parts[i];
815 if (part.IsSelected)
816 return;
817 }
818 IsSelected = partSelect;
819 if (!IsAttachment)
820 {
821 ScheduleGroupForFullUpdate();
822 }
532 } 823 }
533 } 824 }
534 825
@@ -606,6 +897,7 @@ namespace OpenSim.Region.Framework.Scenes
606 /// </summary> 897 /// </summary>
607 public SceneObjectGroup() 898 public SceneObjectGroup()
608 { 899 {
900
609 } 901 }
610 902
611 /// <summary> 903 /// <summary>
@@ -622,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
622 /// Constructor. This object is added to the scene later via AttachToScene() 914 /// Constructor. This object is added to the scene later via AttachToScene()
623 /// </summary> 915 /// </summary>
624 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 916 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
625 { 917 {
626 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 918 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
627 } 919 }
628 920
@@ -658,6 +950,9 @@ namespace OpenSim.Region.Framework.Scenes
658 /// </summary> 950 /// </summary>
659 public virtual void AttachToBackup() 951 public virtual void AttachToBackup()
660 { 952 {
953 if (IsAttachment) return;
954 m_scene.SceneGraph.FireAttachToBackup(this);
955
661 if (InSceneBackup) 956 if (InSceneBackup)
662 { 957 {
663 //m_log.DebugFormat( 958 //m_log.DebugFormat(
@@ -700,6 +995,13 @@ namespace OpenSim.Region.Framework.Scenes
700 995
701 ApplyPhysics(); 996 ApplyPhysics();
702 997
998 if (RootPart.PhysActor != null)
999 RootPart.Force = RootPart.Force;
1000 if (RootPart.PhysActor != null)
1001 RootPart.Torque = RootPart.Torque;
1002 if (RootPart.PhysActor != null)
1003 RootPart.Buoyancy = RootPart.Buoyancy;
1004
703 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1005 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
704 // for the same object with very different properties. The caller must schedule the update. 1006 // for the same object with very different properties. The caller must schedule the update.
705 //ScheduleGroupForFullUpdate(); 1007 //ScheduleGroupForFullUpdate();
@@ -715,6 +1017,10 @@ namespace OpenSim.Region.Framework.Scenes
715 EntityIntersection result = new EntityIntersection(); 1017 EntityIntersection result = new EntityIntersection();
716 1018
717 SceneObjectPart[] parts = m_parts.GetArray(); 1019 SceneObjectPart[] parts = m_parts.GetArray();
1020
1021 // Find closest hit here
1022 float idist = float.MaxValue;
1023
718 for (int i = 0; i < parts.Length; i++) 1024 for (int i = 0; i < parts.Length; i++)
719 { 1025 {
720 SceneObjectPart part = parts[i]; 1026 SceneObjectPart part = parts[i];
@@ -729,11 +1035,6 @@ namespace OpenSim.Region.Framework.Scenes
729 1035
730 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1036 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
731 1037
732 // This may need to be updated to the maximum draw distance possible..
733 // We might (and probably will) be checking for prim creation from other sims
734 // when the camera crosses the border.
735 float idist = Constants.RegionSize;
736
737 if (inter.HitTF) 1038 if (inter.HitTF)
738 { 1039 {
739 // We need to find the closest prim to return to the testcaller along the ray 1040 // We need to find the closest prim to return to the testcaller along the ray
@@ -744,10 +1045,11 @@ namespace OpenSim.Region.Framework.Scenes
744 result.obj = part; 1045 result.obj = part;
745 result.normal = inter.normal; 1046 result.normal = inter.normal;
746 result.distance = inter.distance; 1047 result.distance = inter.distance;
1048
1049 idist = inter.distance;
747 } 1050 }
748 } 1051 }
749 } 1052 }
750
751 return result; 1053 return result;
752 } 1054 }
753 1055
@@ -759,25 +1061,27 @@ namespace OpenSim.Region.Framework.Scenes
759 /// <returns></returns> 1061 /// <returns></returns>
760 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1062 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
761 { 1063 {
762 maxX = -256f; 1064 maxX = float.MinValue;
763 maxY = -256f; 1065 maxY = float.MinValue;
764 maxZ = -256f; 1066 maxZ = float.MinValue;
765 minX = 256f; 1067 minX = float.MaxValue;
766 minY = 256f; 1068 minY = float.MaxValue;
767 minZ = 8192f; 1069 minZ = float.MaxValue;
768 1070
769 SceneObjectPart[] parts = m_parts.GetArray(); 1071 SceneObjectPart[] parts = m_parts.GetArray();
770 for (int i = 0; i < parts.Length; i++) 1072 foreach (SceneObjectPart part in parts)
771 { 1073 {
772 SceneObjectPart part = parts[i];
773
774 Vector3 worldPos = part.GetWorldPosition(); 1074 Vector3 worldPos = part.GetWorldPosition();
775 Vector3 offset = worldPos - AbsolutePosition; 1075 Vector3 offset = worldPos - AbsolutePosition;
776 Quaternion worldRot; 1076 Quaternion worldRot;
777 if (part.ParentID == 0) 1077 if (part.ParentID == 0)
1078 {
778 worldRot = part.RotationOffset; 1079 worldRot = part.RotationOffset;
1080 }
779 else 1081 else
1082 {
780 worldRot = part.GetWorldRotation(); 1083 worldRot = part.GetWorldRotation();
1084 }
781 1085
782 Vector3 frontTopLeft; 1086 Vector3 frontTopLeft;
783 Vector3 frontTopRight; 1087 Vector3 frontTopRight;
@@ -789,6 +1093,8 @@ namespace OpenSim.Region.Framework.Scenes
789 Vector3 backBottomLeft; 1093 Vector3 backBottomLeft;
790 Vector3 backBottomRight; 1094 Vector3 backBottomRight;
791 1095
1096 // Vector3[] corners = new Vector3[8];
1097
792 Vector3 orig = Vector3.Zero; 1098 Vector3 orig = Vector3.Zero;
793 1099
794 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1100 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -823,6 +1129,38 @@ namespace OpenSim.Region.Framework.Scenes
823 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1129 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
824 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1130 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
825 1131
1132
1133
1134 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1135 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1136 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1137 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1138 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1139 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1140 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1141 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1142
1143 //for (int i = 0; i < 8; i++)
1144 //{
1145 // corners[i] = corners[i] * worldRot;
1146 // corners[i] += offset;
1147
1148 // if (corners[i].X > maxX)
1149 // maxX = corners[i].X;
1150 // if (corners[i].X < minX)
1151 // minX = corners[i].X;
1152
1153 // if (corners[i].Y > maxY)
1154 // maxY = corners[i].Y;
1155 // if (corners[i].Y < minY)
1156 // minY = corners[i].Y;
1157
1158 // if (corners[i].Z > maxZ)
1159 // maxZ = corners[i].Y;
1160 // if (corners[i].Z < minZ)
1161 // minZ = corners[i].Z;
1162 //}
1163
826 frontTopLeft = frontTopLeft * worldRot; 1164 frontTopLeft = frontTopLeft * worldRot;
827 frontTopRight = frontTopRight * worldRot; 1165 frontTopRight = frontTopRight * worldRot;
828 frontBottomLeft = frontBottomLeft * worldRot; 1166 frontBottomLeft = frontBottomLeft * worldRot;
@@ -844,6 +1182,15 @@ namespace OpenSim.Region.Framework.Scenes
844 backTopLeft += offset; 1182 backTopLeft += offset;
845 backTopRight += offset; 1183 backTopRight += offset;
846 1184
1185 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1186 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1187 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1188 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1189 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1190 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1191 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1192 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1193
847 if (frontTopRight.X > maxX) 1194 if (frontTopRight.X > maxX)
848 maxX = frontTopRight.X; 1195 maxX = frontTopRight.X;
849 if (frontTopLeft.X > maxX) 1196 if (frontTopLeft.X > maxX)
@@ -987,17 +1334,118 @@ namespace OpenSim.Region.Framework.Scenes
987 1334
988 #endregion 1335 #endregion
989 1336
1337 public void GetResourcesCosts(SceneObjectPart apart,
1338 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1339 {
1340 // this information may need to be cached
1341
1342 float cost;
1343 float tmpcost;
1344
1345 bool ComplexCost = false;
1346
1347 SceneObjectPart p;
1348 SceneObjectPart[] parts;
1349
1350 lock (m_parts)
1351 {
1352 parts = m_parts.GetArray();
1353 }
1354
1355 int nparts = parts.Length;
1356
1357
1358 for (int i = 0; i < nparts; i++)
1359 {
1360 p = parts[i];
1361
1362 if (p.UsesComplexCost)
1363 {
1364 ComplexCost = true;
1365 break;
1366 }
1367 }
1368
1369 if (ComplexCost)
1370 {
1371 linksetResCost = 0;
1372 linksetPhysCost = 0;
1373 partCost = 0;
1374 partPhysCost = 0;
1375
1376 for (int i = 0; i < nparts; i++)
1377 {
1378 p = parts[i];
1379
1380 cost = p.StreamingCost;
1381 tmpcost = p.SimulationCost;
1382 if (tmpcost > cost)
1383 cost = tmpcost;
1384 tmpcost = p.PhysicsCost;
1385 if (tmpcost > cost)
1386 cost = tmpcost;
1387
1388 linksetPhysCost += tmpcost;
1389 linksetResCost += cost;
1390
1391 if (p == apart)
1392 {
1393 partCost = cost;
1394 partPhysCost = tmpcost;
1395 }
1396 }
1397 }
1398 else
1399 {
1400 partPhysCost = 1.0f;
1401 partCost = 1.0f;
1402 linksetResCost = (float)nparts;
1403 linksetPhysCost = linksetResCost;
1404 }
1405 }
1406
1407 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1408 {
1409 SceneObjectPart p;
1410 SceneObjectPart[] parts;
1411
1412 lock (m_parts)
1413 {
1414 parts = m_parts.GetArray();
1415 }
1416
1417 int nparts = parts.Length;
1418
1419 PhysCost = 0;
1420 StreamCost = 0;
1421 SimulCost = 0;
1422
1423 for (int i = 0; i < nparts; i++)
1424 {
1425 p = parts[i];
1426
1427 StreamCost += p.StreamingCost;
1428 SimulCost += p.SimulationCost;
1429 PhysCost += p.PhysicsCost;
1430 }
1431 }
1432
990 public void SaveScriptedState(XmlTextWriter writer) 1433 public void SaveScriptedState(XmlTextWriter writer)
991 { 1434 {
1435 SaveScriptedState(writer, false);
1436 }
1437
1438 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1439 {
992 XmlDocument doc = new XmlDocument(); 1440 XmlDocument doc = new XmlDocument();
993 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1441 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
994 1442
995 SceneObjectPart[] parts = m_parts.GetArray(); 1443 SceneObjectPart[] parts = m_parts.GetArray();
996 for (int i = 0; i < parts.Length; i++) 1444 for (int i = 0; i < parts.Length; i++)
997 { 1445 {
998 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1446 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
999 foreach (KeyValuePair<UUID, string> kvp in pstates) 1447 foreach (KeyValuePair<UUID, string> kvp in pstates)
1000 states.Add(kvp.Key, kvp.Value); 1448 states[kvp.Key] = kvp.Value;
1001 } 1449 }
1002 1450
1003 if (states.Count > 0) 1451 if (states.Count > 0)
@@ -1017,6 +1465,169 @@ namespace OpenSim.Region.Framework.Scenes
1017 } 1465 }
1018 1466
1019 /// <summary> 1467 /// <summary>
1468 /// Add the avatar to this linkset (avatar is sat).
1469 /// </summary>
1470 /// <param name="agentID"></param>
1471 public void AddAvatar(UUID agentID)
1472 {
1473 ScenePresence presence;
1474 if (m_scene.TryGetScenePresence(agentID, out presence))
1475 {
1476 if (!m_linkedAvatars.Contains(presence))
1477 {
1478 m_linkedAvatars.Add(presence);
1479 }
1480 }
1481 }
1482
1483 /// <summary>
1484 /// Delete the avatar from this linkset (avatar is unsat).
1485 /// </summary>
1486 /// <param name="agentID"></param>
1487 public void DeleteAvatar(UUID agentID)
1488 {
1489 ScenePresence presence;
1490 if (m_scene.TryGetScenePresence(agentID, out presence))
1491 {
1492 if (m_linkedAvatars.Contains(presence))
1493 {
1494 m_linkedAvatars.Remove(presence);
1495 }
1496 }
1497 }
1498
1499 /// <summary>
1500 /// Returns the list of linked presences (avatars sat on this group)
1501 /// </summary>
1502 /// <param name="agentID"></param>
1503 public List<ScenePresence> GetLinkedAvatars()
1504 {
1505 return m_linkedAvatars;
1506 }
1507
1508 /// <summary>
1509 /// Attach this scene object to the given avatar.
1510 /// </summary>
1511 /// <param name="agentID"></param>
1512 /// <param name="attachmentpoint"></param>
1513 /// <param name="AttachOffset"></param>
1514 private void AttachToAgent(
1515 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1516 {
1517 if (avatar != null)
1518 {
1519 // don't attach attachments to child agents
1520 if (avatar.IsChildAgent) return;
1521
1522 // Remove from database and parcel prim count
1523 m_scene.DeleteFromStorage(so.UUID);
1524 m_scene.EventManager.TriggerParcelPrimCountTainted();
1525
1526 so.AttachedAvatar = avatar.UUID;
1527
1528 if (so.RootPart.PhysActor != null)
1529 {
1530 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1531 so.RootPart.PhysActor = null;
1532 }
1533
1534 so.AbsolutePosition = attachOffset;
1535 so.RootPart.AttachedPos = attachOffset;
1536 so.IsAttachment = true;
1537 so.RootPart.SetParentLocalId(avatar.LocalId);
1538 so.AttachmentPoint = attachmentpoint;
1539
1540 avatar.AddAttachment(this);
1541
1542 if (!silent)
1543 {
1544 // Killing it here will cause the client to deselect it
1545 // It then reappears on the avatar, deselected
1546 // through the full update below
1547 //
1548 if (IsSelected)
1549 {
1550 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1551 }
1552
1553 IsSelected = false; // fudge....
1554 ScheduleGroupForFullUpdate();
1555 }
1556 }
1557 else
1558 {
1559 m_log.WarnFormat(
1560 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1561 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1562 }
1563 }
1564
1565 public byte GetAttachmentPoint()
1566 {
1567 return m_rootPart.Shape.State;
1568 }
1569
1570 public void DetachToGround()
1571 {
1572 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1573 if (avatar == null)
1574 return;
1575
1576 avatar.RemoveAttachment(this);
1577
1578 Vector3 detachedpos = new Vector3(127f,127f,127f);
1579 if (avatar == null)
1580 return;
1581
1582 detachedpos = avatar.AbsolutePosition;
1583 FromItemID = UUID.Zero;
1584
1585 AbsolutePosition = detachedpos;
1586 AttachedAvatar = UUID.Zero;
1587
1588 //SceneObjectPart[] parts = m_parts.GetArray();
1589 //for (int i = 0; i < parts.Length; i++)
1590 // parts[i].AttachedAvatar = UUID.Zero;
1591
1592 m_rootPart.SetParentLocalId(0);
1593 AttachmentPoint = (byte)0;
1594 // must check if buildind should be true or false here
1595 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1596 HasGroupChanged = true;
1597 RootPart.Rezzed = DateTime.Now;
1598 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1599 AttachToBackup();
1600 m_scene.EventManager.TriggerParcelPrimCountTainted();
1601 m_rootPart.ScheduleFullUpdate();
1602 m_rootPart.ClearUndoState();
1603 }
1604
1605 public void DetachToInventoryPrep()
1606 {
1607 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1608 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1609 if (avatar != null)
1610 {
1611 //detachedpos = avatar.AbsolutePosition;
1612 avatar.RemoveAttachment(this);
1613 }
1614
1615 AttachedAvatar = UUID.Zero;
1616
1617 /*SceneObjectPart[] parts = m_parts.GetArray();
1618 for (int i = 0; i < parts.Length; i++)
1619 parts[i].AttachedAvatar = UUID.Zero;*/
1620
1621 m_rootPart.SetParentLocalId(0);
1622 //m_rootPart.SetAttachmentPoint((byte)0);
1623 IsAttachment = false;
1624 AbsolutePosition = m_rootPart.AttachedPos;
1625 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1626 //AttachToBackup();
1627 //m_rootPart.ScheduleFullUpdate();
1628 }
1629
1630 /// <summary>
1020 /// 1631 ///
1021 /// </summary> 1632 /// </summary>
1022 /// <param name="part"></param> 1633 /// <param name="part"></param>
@@ -1066,7 +1677,10 @@ namespace OpenSim.Region.Framework.Scenes
1066 public void AddPart(SceneObjectPart part) 1677 public void AddPart(SceneObjectPart part)
1067 { 1678 {
1068 part.SetParent(this); 1679 part.SetParent(this);
1069 part.LinkNum = m_parts.Add(part.UUID, part); 1680 m_parts.Add(part.UUID, part);
1681
1682 part.LinkNum = m_parts.Count;
1683
1070 if (part.LinkNum == 2) 1684 if (part.LinkNum == 2)
1071 RootPart.LinkNum = 1; 1685 RootPart.LinkNum = 1;
1072 } 1686 }
@@ -1154,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1154// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1768// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1155// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1769// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1156 1770
1157 part.StoreUndoState(); 1771// part.StoreUndoState();
1158 part.OnGrab(offsetPos, remoteClient); 1772 part.OnGrab(offsetPos, remoteClient);
1159 } 1773 }
1160 1774
@@ -1174,6 +1788,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1788 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1175 public void DeleteGroupFromScene(bool silent) 1789 public void DeleteGroupFromScene(bool silent)
1176 { 1790 {
1791 // We need to keep track of this state in case this group is still queued for backup.
1792 IsDeleted = true;
1793
1794 DetachFromBackup();
1795
1177 SceneObjectPart[] parts = m_parts.GetArray(); 1796 SceneObjectPart[] parts = m_parts.GetArray();
1178 for (int i = 0; i < parts.Length; i++) 1797 for (int i = 0; i < parts.Length; i++)
1179 { 1798 {
@@ -1189,13 +1808,14 @@ namespace OpenSim.Region.Framework.Scenes
1189 part.ClearUpdateSchedule(); 1808 part.ClearUpdateSchedule();
1190 if (part == m_rootPart) 1809 if (part == m_rootPart)
1191 { 1810 {
1192 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1811 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1193 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1812 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1194 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1813 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1195 } 1814 }
1196 } 1815 }
1197 }); 1816 });
1198 } 1817 }
1818
1199 } 1819 }
1200 1820
1201 public void AddScriptLPS(int count) 1821 public void AddScriptLPS(int count)
@@ -1265,28 +1885,43 @@ namespace OpenSim.Region.Framework.Scenes
1265 /// </summary> 1885 /// </summary>
1266 public void ApplyPhysics() 1886 public void ApplyPhysics()
1267 { 1887 {
1268 // Apply physics to the root prim
1269 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1270
1271 // Apply physics to child prims
1272 SceneObjectPart[] parts = m_parts.GetArray(); 1888 SceneObjectPart[] parts = m_parts.GetArray();
1273 if (parts.Length > 1) 1889 if (parts.Length > 1)
1274 { 1890 {
1891 ResetChildPrimPhysicsPositions();
1892
1893 // Apply physics to the root prim
1894 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1895
1896
1275 for (int i = 0; i < parts.Length; i++) 1897 for (int i = 0; i < parts.Length; i++)
1276 { 1898 {
1277 SceneObjectPart part = parts[i]; 1899 SceneObjectPart part = parts[i];
1278 if (part.LocalId != m_rootPart.LocalId) 1900 if (part.LocalId != m_rootPart.LocalId)
1279 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1901 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1280 } 1902 }
1281
1282 // Hack to get the physics scene geometries in the right spot 1903 // Hack to get the physics scene geometries in the right spot
1283 ResetChildPrimPhysicsPositions(); 1904// ResetChildPrimPhysicsPositions();
1905 if (m_rootPart.PhysActor != null)
1906 {
1907 m_rootPart.PhysActor.Building = false;
1908 }
1909 }
1910 else
1911 {
1912 // Apply physics to the root prim
1913 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1284 } 1914 }
1285 } 1915 }
1286 1916
1287 public void SetOwnerId(UUID userId) 1917 public void SetOwnerId(UUID userId)
1288 { 1918 {
1289 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1919 ForEachPart(delegate(SceneObjectPart part)
1920 {
1921
1922 part.OwnerID = userId;
1923
1924 });
1290 } 1925 }
1291 1926
1292 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1927 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1318,11 +1953,17 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1953 return;
1319 } 1954 }
1320 1955
1956 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1957 return;
1958
1321 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1959 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1322 // any exception propogate upwards. 1960 // any exception propogate upwards.
1323 try 1961 try
1324 { 1962 {
1325 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1963 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1964 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1965 m_scene.LoadingPrims) // Land may not be valid yet
1966
1326 { 1967 {
1327 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1968 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1328 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1969 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1349,6 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes
1349 } 1990 }
1350 } 1991 }
1351 } 1992 }
1993
1352 } 1994 }
1353 1995
1354 if (m_scene.UseBackup && HasGroupChanged) 1996 if (m_scene.UseBackup && HasGroupChanged)
@@ -1356,10 +1998,30 @@ namespace OpenSim.Region.Framework.Scenes
1356 // don't backup while it's selected or you're asking for changes mid stream. 1998 // don't backup while it's selected or you're asking for changes mid stream.
1357 if (isTimeToPersist() || forcedBackup) 1999 if (isTimeToPersist() || forcedBackup)
1358 { 2000 {
2001 if (m_rootPart.PhysActor != null &&
2002 (!m_rootPart.PhysActor.IsPhysical))
2003 {
2004 // Possible ghost prim
2005 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2006 {
2007 foreach (SceneObjectPart part in m_parts.GetArray())
2008 {
2009 // Re-set physics actor positions and
2010 // orientations
2011 part.GroupPosition = m_rootPart.GroupPosition;
2012 }
2013 }
2014 }
1359// m_log.DebugFormat( 2015// m_log.DebugFormat(
1360// "[SCENE]: Storing {0}, {1} in {2}", 2016// "[SCENE]: Storing {0}, {1} in {2}",
1361// Name, UUID, m_scene.RegionInfo.RegionName); 2017// Name, UUID, m_scene.RegionInfo.RegionName);
1362 2018
2019 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2020 {
2021 RootPart.Shape.State = 0;
2022 ScheduleGroupForFullUpdate();
2023 }
2024
1363 SceneObjectGroup backup_group = Copy(false); 2025 SceneObjectGroup backup_group = Copy(false);
1364 backup_group.RootPart.Velocity = RootPart.Velocity; 2026 backup_group.RootPart.Velocity = RootPart.Velocity;
1365 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2027 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1373,6 +2035,11 @@ namespace OpenSim.Region.Framework.Scenes
1373 2035
1374 backup_group.ForEachPart(delegate(SceneObjectPart part) 2036 backup_group.ForEachPart(delegate(SceneObjectPart part)
1375 { 2037 {
2038 if (part.KeyframeMotion != null)
2039 {
2040 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2041 part.KeyframeMotion.UpdateSceneObject(this);
2042 }
1376 part.Inventory.ProcessInventoryBackup(datastore); 2043 part.Inventory.ProcessInventoryBackup(datastore);
1377 }); 2044 });
1378 2045
@@ -1425,10 +2092,14 @@ namespace OpenSim.Region.Framework.Scenes
1425 /// <returns></returns> 2092 /// <returns></returns>
1426 public SceneObjectGroup Copy(bool userExposed) 2093 public SceneObjectGroup Copy(bool userExposed)
1427 { 2094 {
2095 m_dupeInProgress = true;
1428 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2096 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1429 dupe.m_isBackedUp = false; 2097 dupe.m_isBackedUp = false;
1430 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2098 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1431 2099
2100 // new group as no sitting avatars
2101 dupe.m_linkedAvatars = new List<ScenePresence>();
2102
1432 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2103 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1433 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2104 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1434 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2105 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1439,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
1439 // This is only necessary when userExposed is false! 2110 // This is only necessary when userExposed is false!
1440 2111
1441 bool previousAttachmentStatus = dupe.IsAttachment; 2112 bool previousAttachmentStatus = dupe.IsAttachment;
1442 2113
1443 if (!userExposed) 2114 if (!userExposed)
1444 dupe.IsAttachment = true; 2115 dupe.IsAttachment = true;
1445 2116
@@ -1457,11 +2128,11 @@ namespace OpenSim.Region.Framework.Scenes
1457 dupe.m_rootPart.TrimPermissions(); 2128 dupe.m_rootPart.TrimPermissions();
1458 2129
1459 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2130 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1460 2131
1461 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2132 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1462 { 2133 {
1463 return p1.LinkNum.CompareTo(p2.LinkNum); 2134 return p1.LinkNum.CompareTo(p2.LinkNum);
1464 } 2135 }
1465 ); 2136 );
1466 2137
1467 foreach (SceneObjectPart part in partList) 2138 foreach (SceneObjectPart part in partList)
@@ -1471,41 +2142,53 @@ namespace OpenSim.Region.Framework.Scenes
1471 { 2142 {
1472 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2143 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1473 newPart.LinkNum = part.LinkNum; 2144 newPart.LinkNum = part.LinkNum;
1474 } 2145 if (userExposed)
2146 newPart.ParentID = dupe.m_rootPart.LocalId;
2147 }
1475 else 2148 else
1476 { 2149 {
1477 newPart = dupe.m_rootPart; 2150 newPart = dupe.m_rootPart;
1478 } 2151 }
2152/*
2153 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2154 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1479 2155
1480 // Need to duplicate the physics actor as well 2156 // Need to duplicate the physics actor as well
1481 PhysicsActor originalPartPa = part.PhysActor; 2157 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1482 if (originalPartPa != null && userExposed)
1483 { 2158 {
1484 PrimitiveBaseShape pbs = newPart.Shape; 2159 PrimitiveBaseShape pbs = newPart.Shape;
1485
1486 newPart.PhysActor 2160 newPart.PhysActor
1487 = m_scene.PhysicsScene.AddPrimShape( 2161 = m_scene.PhysicsScene.AddPrimShape(
1488 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2162 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1489 pbs, 2163 pbs,
1490 newPart.AbsolutePosition, 2164 newPart.AbsolutePosition,
1491 newPart.Scale, 2165 newPart.Scale,
1492 newPart.RotationOffset, 2166 newPart.GetWorldRotation(),
1493 originalPartPa.IsPhysical, 2167 isphys,
2168 isphan,
1494 newPart.LocalId); 2169 newPart.LocalId);
1495 2170
1496 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2171 newPart.DoPhysicsPropertyUpdate(isphys, true);
1497 } 2172 */
2173 if (userExposed)
2174 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2175// }
1498 } 2176 }
1499 2177
1500 if (userExposed) 2178 if (userExposed)
1501 { 2179 {
1502 dupe.UpdateParentIDs(); 2180// done above dupe.UpdateParentIDs();
2181
2182 if (dupe.m_rootPart.PhysActor != null)
2183 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2184
1503 dupe.HasGroupChanged = true; 2185 dupe.HasGroupChanged = true;
1504 dupe.AttachToBackup(); 2186 dupe.AttachToBackup();
1505 2187
1506 ScheduleGroupForFullUpdate(); 2188 ScheduleGroupForFullUpdate();
1507 } 2189 }
1508 2190
2191 m_dupeInProgress = false;
1509 return dupe; 2192 return dupe;
1510 } 2193 }
1511 2194
@@ -1517,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
1517 /// <param name="cGroupID"></param> 2200 /// <param name="cGroupID"></param>
1518 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2201 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1519 { 2202 {
1520 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2203 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2204 // give newpart a new local ID lettng old part keep same
2205 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2206 newpart.LocalId = m_scene.AllocateLocalId();
2207
2208 SetRootPart(newpart);
2209 if (userExposed)
2210 RootPart.Velocity = Vector3.Zero; // In case source is moving
1521 } 2211 }
1522 2212
1523 public void ScriptSetPhysicsStatus(bool usePhysics) 2213 public void ScriptSetPhysicsStatus(bool usePhysics)
1524 { 2214 {
2215 if (usePhysics)
2216 {
2217 if (RootPart.KeyframeMotion != null)
2218 RootPart.KeyframeMotion.Stop();
2219 RootPart.KeyframeMotion = null;
2220 }
1525 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2221 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1526 } 2222 }
1527 2223
@@ -1569,13 +2265,14 @@ namespace OpenSim.Region.Framework.Scenes
1569 2265
1570 if (pa != null) 2266 if (pa != null)
1571 { 2267 {
1572 pa.AddForce(impulse, true); 2268 // false to be applied as a impulse
2269 pa.AddForce(impulse, false);
1573 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2270 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1574 } 2271 }
1575 } 2272 }
1576 } 2273 }
1577 2274
1578 public void applyAngularImpulse(Vector3 impulse) 2275 public void ApplyAngularImpulse(Vector3 impulse)
1579 { 2276 {
1580 PhysicsActor pa = RootPart.PhysActor; 2277 PhysicsActor pa = RootPart.PhysActor;
1581 2278
@@ -1583,21 +2280,8 @@ namespace OpenSim.Region.Framework.Scenes
1583 { 2280 {
1584 if (!IsAttachment) 2281 if (!IsAttachment)
1585 { 2282 {
1586 pa.AddAngularForce(impulse, true); 2283 // false to be applied as a impulse
1587 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2284 pa.AddAngularForce(impulse, false);
1588 }
1589 }
1590 }
1591
1592 public void setAngularImpulse(Vector3 impulse)
1593 {
1594 PhysicsActor pa = RootPart.PhysActor;
1595
1596 if (pa != null)
1597 {
1598 if (!IsAttachment)
1599 {
1600 pa.Torque = impulse;
1601 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2285 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1602 } 2286 }
1603 } 2287 }
@@ -1605,20 +2289,10 @@ namespace OpenSim.Region.Framework.Scenes
1605 2289
1606 public Vector3 GetTorque() 2290 public Vector3 GetTorque()
1607 { 2291 {
1608 PhysicsActor pa = RootPart.PhysActor; 2292 return RootPart.Torque;
1609
1610 if (pa != null)
1611 {
1612 if (!IsAttachment)
1613 {
1614 Vector3 torque = pa.Torque;
1615 return torque;
1616 }
1617 }
1618
1619 return Vector3.Zero;
1620 } 2293 }
1621 2294
2295 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1622 public void moveToTarget(Vector3 target, float tau) 2296 public void moveToTarget(Vector3 target, float tau)
1623 { 2297 {
1624 if (IsAttachment) 2298 if (IsAttachment)
@@ -1650,6 +2324,46 @@ namespace OpenSim.Region.Framework.Scenes
1650 pa.PIDActive = false; 2324 pa.PIDActive = false;
1651 } 2325 }
1652 2326
2327 public void rotLookAt(Quaternion target, float strength, float damping)
2328 {
2329 SceneObjectPart rootpart = m_rootPart;
2330 if (rootpart != null)
2331 {
2332 if (IsAttachment)
2333 {
2334 /*
2335 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2336 if (avatar != null)
2337 {
2338 Rotate the Av?
2339 } */
2340 }
2341 else
2342 {
2343 if (rootpart.PhysActor != null)
2344 { // APID must be implemented in your physics system for this to function.
2345 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2346 rootpart.PhysActor.APIDStrength = strength;
2347 rootpart.PhysActor.APIDDamping = damping;
2348 rootpart.PhysActor.APIDActive = true;
2349 }
2350 }
2351 }
2352 }
2353
2354 public void stopLookAt()
2355 {
2356 SceneObjectPart rootpart = m_rootPart;
2357 if (rootpart != null)
2358 {
2359 if (rootpart.PhysActor != null)
2360 { // APID must be implemented in your physics system for this to function.
2361 rootpart.PhysActor.APIDActive = false;
2362 }
2363 }
2364
2365 }
2366
1653 /// <summary> 2367 /// <summary>
1654 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2368 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1655 /// </summary> 2369 /// </summary>
@@ -1666,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 { 2380 {
1667 pa.PIDHoverHeight = height; 2381 pa.PIDHoverHeight = height;
1668 pa.PIDHoverType = hoverType; 2382 pa.PIDHoverType = hoverType;
1669 pa.PIDTau = tau; 2383 pa.PIDHoverTau = tau;
1670 pa.PIDHoverActive = true; 2384 pa.PIDHoverActive = true;
1671 } 2385 }
1672 else 2386 else
@@ -1706,7 +2420,12 @@ namespace OpenSim.Region.Framework.Scenes
1706 /// <param name="cGroupID"></param> 2420 /// <param name="cGroupID"></param>
1707 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2421 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1708 { 2422 {
1709 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2423 // give new ID to the new part, letting old keep original
2424 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2425 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2426 newPart.LocalId = m_scene.AllocateLocalId();
2427 newPart.SetParent(this);
2428
1710 AddPart(newPart); 2429 AddPart(newPart);
1711 2430
1712 SetPartAsNonRoot(newPart); 2431 SetPartAsNonRoot(newPart);
@@ -1835,11 +2554,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// Immediately send a full update for this scene object. 2554 /// Immediately send a full update for this scene object.
1836 /// </summary> 2555 /// </summary>
1837 public void SendGroupFullUpdate() 2556 public void SendGroupFullUpdate()
1838 { 2557 {
1839 if (IsDeleted) 2558 if (IsDeleted)
1840 return; 2559 return;
1841 2560
1842// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2561// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1843 2562
1844 RootPart.SendFullUpdateToAllClients(); 2563 RootPart.SendFullUpdateToAllClients();
1845 2564
@@ -1973,6 +2692,11 @@ namespace OpenSim.Region.Framework.Scenes
1973 2692
1974 SceneObjectPart linkPart = objectGroup.m_rootPart; 2693 SceneObjectPart linkPart = objectGroup.m_rootPart;
1975 2694
2695 if (m_rootPart.PhysActor != null)
2696 m_rootPart.PhysActor.Building = true;
2697 if (linkPart.PhysActor != null)
2698 linkPart.PhysActor.Building = true;
2699
1976 // physics flags from group to be applied to linked parts 2700 // physics flags from group to be applied to linked parts
1977 bool grpusephys = UsesPhysics; 2701 bool grpusephys = UsesPhysics;
1978 bool grptemporary = IsTemporary; 2702 bool grptemporary = IsTemporary;
@@ -1981,19 +2705,21 @@ namespace OpenSim.Region.Framework.Scenes
1981 Quaternion oldRootRotation = linkPart.RotationOffset; 2705 Quaternion oldRootRotation = linkPart.RotationOffset;
1982 2706
1983 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2707 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2708
1984 linkPart.ParentID = m_rootPart.LocalId; 2709 linkPart.ParentID = m_rootPart.LocalId;
1985 linkPart.GroupPosition = AbsolutePosition; 2710
1986 Vector3 axPos = linkPart.OffsetPosition; 2711 linkPart.GroupPosition = AbsolutePosition;
1987 2712
2713 Vector3 axPos = linkPart.OffsetPosition;
1988 Quaternion parentRot = m_rootPart.RotationOffset; 2714 Quaternion parentRot = m_rootPart.RotationOffset;
1989 axPos *= Quaternion.Inverse(parentRot); 2715 axPos *= Quaternion.Conjugate(parentRot);
1990
1991 linkPart.OffsetPosition = axPos; 2716 linkPart.OffsetPosition = axPos;
2717
1992 Quaternion oldRot = linkPart.RotationOffset; 2718 Quaternion oldRot = linkPart.RotationOffset;
1993 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2719 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
1994 linkPart.RotationOffset = newRot; 2720 linkPart.RotationOffset = newRot;
1995 2721
1996 linkPart.ParentID = m_rootPart.LocalId; 2722// linkPart.ParentID = m_rootPart.LocalId; done above
1997 2723
1998 if (m_rootPart.LinkNum == 0) 2724 if (m_rootPart.LinkNum == 0)
1999 m_rootPart.LinkNum = 1; 2725 m_rootPart.LinkNum = 1;
@@ -2021,7 +2747,7 @@ namespace OpenSim.Region.Framework.Scenes
2021 linkPart.CreateSelected = true; 2747 linkPart.CreateSelected = true;
2022 2748
2023 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2749 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2024 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2750 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2025 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2751 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2026 { 2752 {
2027 linkPart.PhysActor.link(m_rootPart.PhysActor); 2753 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2029,6 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2029 } 2755 }
2030 2756
2031 linkPart.LinkNum = linkNum++; 2757 linkPart.LinkNum = linkNum++;
2758 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2032 2759
2033 SceneObjectPart[] ogParts = objectGroup.Parts; 2760 SceneObjectPart[] ogParts = objectGroup.Parts;
2034 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2761 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2043,7 +2770,7 @@ namespace OpenSim.Region.Framework.Scenes
2043 { 2770 {
2044 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2771 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2045 // let physics know 2772 // let physics know
2046 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2773 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2047 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2774 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2048 { 2775 {
2049 part.PhysActor.link(m_rootPart.PhysActor); 2776 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2058,7 +2785,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 objectGroup.IsDeleted = true; 2785 objectGroup.IsDeleted = true;
2059 2786
2060 objectGroup.m_parts.Clear(); 2787 objectGroup.m_parts.Clear();
2061 2788
2062 // Can't do this yet since backup still makes use of the root part without any synchronization 2789 // Can't do this yet since backup still makes use of the root part without any synchronization
2063// objectGroup.m_rootPart = null; 2790// objectGroup.m_rootPart = null;
2064 2791
@@ -2069,6 +2796,9 @@ namespace OpenSim.Region.Framework.Scenes
2069 // unmoved prims! 2796 // unmoved prims!
2070 ResetChildPrimPhysicsPositions(); 2797 ResetChildPrimPhysicsPositions();
2071 2798
2799 if (m_rootPart.PhysActor != null)
2800 m_rootPart.PhysActor.Building = false;
2801
2072 //HasGroupChanged = true; 2802 //HasGroupChanged = true;
2073 //ScheduleGroupForFullUpdate(); 2803 //ScheduleGroupForFullUpdate();
2074 } 2804 }
@@ -2136,7 +2866,10 @@ namespace OpenSim.Region.Framework.Scenes
2136// m_log.DebugFormat( 2866// m_log.DebugFormat(
2137// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2867// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2138// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2868// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2139 2869
2870 if (m_rootPart.PhysActor != null)
2871 m_rootPart.PhysActor.Building = true;
2872
2140 linkPart.ClearUndoState(); 2873 linkPart.ClearUndoState();
2141 2874
2142 Quaternion worldRot = linkPart.GetWorldRotation(); 2875 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2196,6 +2929,14 @@ namespace OpenSim.Region.Framework.Scenes
2196 2929
2197 // When we delete a group, we currently have to force persist to the database if the object id has changed 2930 // When we delete a group, we currently have to force persist to the database if the object id has changed
2198 // (since delete works by deleting all rows which have a given object id) 2931 // (since delete works by deleting all rows which have a given object id)
2932
2933 // this is as it seems to be in sl now
2934 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2935 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2936
2937 if (m_rootPart.PhysActor != null)
2938 m_rootPart.PhysActor.Building = false;
2939
2199 objectGroup.HasGroupChangedDueToDelink = true; 2940 objectGroup.HasGroupChangedDueToDelink = true;
2200 2941
2201 return objectGroup; 2942 return objectGroup;
@@ -2207,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2207 /// <param name="objectGroup"></param> 2948 /// <param name="objectGroup"></param>
2208 public virtual void DetachFromBackup() 2949 public virtual void DetachFromBackup()
2209 { 2950 {
2951 m_scene.SceneGraph.FireDetachFromBackup(this);
2210 if (m_isBackedUp && Scene != null) 2952 if (m_isBackedUp && Scene != null)
2211 m_scene.EventManager.OnBackup -= ProcessBackup; 2953 m_scene.EventManager.OnBackup -= ProcessBackup;
2212 2954
@@ -2225,7 +2967,8 @@ namespace OpenSim.Region.Framework.Scenes
2225 2967
2226 axPos *= parentRot; 2968 axPos *= parentRot;
2227 part.OffsetPosition = axPos; 2969 part.OffsetPosition = axPos;
2228 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2970 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2971 part.GroupPosition = newPos;
2229 part.OffsetPosition = Vector3.Zero; 2972 part.OffsetPosition = Vector3.Zero;
2230 part.RotationOffset = worldRot; 2973 part.RotationOffset = worldRot;
2231 2974
@@ -2236,20 +2979,20 @@ namespace OpenSim.Region.Framework.Scenes
2236 2979
2237 part.LinkNum = linkNum; 2980 part.LinkNum = linkNum;
2238 2981
2239 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2982 part.OffsetPosition = newPos - AbsolutePosition;
2240 2983
2241 Quaternion rootRotation = m_rootPart.RotationOffset; 2984 Quaternion rootRotation = m_rootPart.RotationOffset;
2242 2985
2243 Vector3 pos = part.OffsetPosition; 2986 Vector3 pos = part.OffsetPosition;
2244 pos *= Quaternion.Inverse(rootRotation); 2987 pos *= Quaternion.Conjugate(rootRotation);
2245 part.OffsetPosition = pos; 2988 part.OffsetPosition = pos;
2246 2989
2247 parentRot = m_rootPart.RotationOffset; 2990 parentRot = m_rootPart.RotationOffset;
2248 oldRot = part.RotationOffset; 2991 oldRot = part.RotationOffset;
2249 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2992 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2250 part.RotationOffset = newRot; 2993 part.RotationOffset = newRot;
2251 2994
2252 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2995 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2253 } 2996 }
2254 2997
2255 /// <summary> 2998 /// <summary>
@@ -2500,8 +3243,22 @@ namespace OpenSim.Region.Framework.Scenes
2500 } 3243 }
2501 } 3244 }
2502 3245
2503 for (int i = 0; i < parts.Length; i++) 3246 if (parts.Length > 1)
2504 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3247 {
3248 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3249
3250 for (int i = 0; i < parts.Length; i++)
3251 {
3252
3253 if (parts[i].UUID != m_rootPart.UUID)
3254 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3255 }
3256
3257 if (m_rootPart.PhysActor != null)
3258 m_rootPart.PhysActor.Building = false;
3259 }
3260 else
3261 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2505 } 3262 }
2506 } 3263 }
2507 3264
@@ -2514,6 +3271,17 @@ namespace OpenSim.Region.Framework.Scenes
2514 } 3271 }
2515 } 3272 }
2516 3273
3274
3275
3276 /// <summary>
3277 /// Gets the number of parts
3278 /// </summary>
3279 /// <returns></returns>
3280 public int GetPartCount()
3281 {
3282 return Parts.Count();
3283 }
3284
2517 /// <summary> 3285 /// <summary>
2518 /// Update the texture entry for this part 3286 /// Update the texture entry for this part
2519 /// </summary> 3287 /// </summary>
@@ -2575,11 +3343,6 @@ namespace OpenSim.Region.Framework.Scenes
2575 /// <param name="scale"></param> 3343 /// <param name="scale"></param>
2576 public void GroupResize(Vector3 scale) 3344 public void GroupResize(Vector3 scale)
2577 { 3345 {
2578// m_log.DebugFormat(
2579// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2580
2581 RootPart.StoreUndoState(true);
2582
2583 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3346 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2584 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3347 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2585 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3348 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2606,7 +3369,6 @@ namespace OpenSim.Region.Framework.Scenes
2606 SceneObjectPart obPart = parts[i]; 3369 SceneObjectPart obPart = parts[i];
2607 if (obPart.UUID != m_rootPart.UUID) 3370 if (obPart.UUID != m_rootPart.UUID)
2608 { 3371 {
2609// obPart.IgnoreUndoUpdate = true;
2610 Vector3 oldSize = new Vector3(obPart.Scale); 3372 Vector3 oldSize = new Vector3(obPart.Scale);
2611 3373
2612 float f = 1.0f; 3374 float f = 1.0f;
@@ -2670,8 +3432,6 @@ namespace OpenSim.Region.Framework.Scenes
2670 z *= a; 3432 z *= a;
2671 } 3433 }
2672 } 3434 }
2673
2674// obPart.IgnoreUndoUpdate = false;
2675 } 3435 }
2676 } 3436 }
2677 } 3437 }
@@ -2681,9 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 prevScale.Y *= y; 3441 prevScale.Y *= y;
2682 prevScale.Z *= z; 3442 prevScale.Z *= z;
2683 3443
2684// RootPart.IgnoreUndoUpdate = true;
2685 RootPart.Resize(prevScale); 3444 RootPart.Resize(prevScale);
2686// RootPart.IgnoreUndoUpdate = false;
2687 3445
2688 parts = m_parts.GetArray(); 3446 parts = m_parts.GetArray();
2689 for (int i = 0; i < parts.Length; i++) 3447 for (int i = 0; i < parts.Length; i++)
@@ -2692,8 +3450,6 @@ namespace OpenSim.Region.Framework.Scenes
2692 3450
2693 if (obPart.UUID != m_rootPart.UUID) 3451 if (obPart.UUID != m_rootPart.UUID)
2694 { 3452 {
2695 obPart.IgnoreUndoUpdate = true;
2696
2697 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3453 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2698 currentpos.X *= x; 3454 currentpos.X *= x;
2699 currentpos.Y *= y; 3455 currentpos.Y *= y;
@@ -2706,16 +3462,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 3462
2707 obPart.Resize(newSize); 3463 obPart.Resize(newSize);
2708 obPart.UpdateOffSet(currentpos); 3464 obPart.UpdateOffSet(currentpos);
2709
2710 obPart.IgnoreUndoUpdate = false;
2711 } 3465 }
2712 3466
2713// obPart.IgnoreUndoUpdate = false; 3467 HasGroupChanged = true;
2714// obPart.StoreUndoState(); 3468 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3469 ScheduleGroupForTerseUpdate();
2715 } 3470 }
2716
2717// m_log.DebugFormat(
2718// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2719 } 3471 }
2720 3472
2721 #endregion 3473 #endregion
@@ -2728,14 +3480,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 /// <param name="pos"></param> 3480 /// <param name="pos"></param>
2729 public void UpdateGroupPosition(Vector3 pos) 3481 public void UpdateGroupPosition(Vector3 pos)
2730 { 3482 {
2731// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2732
2733 RootPart.StoreUndoState(true);
2734
2735// SceneObjectPart[] parts = m_parts.GetArray();
2736// for (int i = 0; i < parts.Length; i++)
2737// parts[i].StoreUndoState();
2738
2739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3483 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2740 { 3484 {
2741 if (IsAttachment) 3485 if (IsAttachment)
@@ -2768,21 +3512,17 @@ namespace OpenSim.Region.Framework.Scenes
2768 /// </summary> 3512 /// </summary>
2769 /// <param name="pos"></param> 3513 /// <param name="pos"></param>
2770 /// <param name="localID"></param> 3514 /// <param name="localID"></param>
3515 ///
3516
2771 public void UpdateSinglePosition(Vector3 pos, uint localID) 3517 public void UpdateSinglePosition(Vector3 pos, uint localID)
2772 { 3518 {
2773 SceneObjectPart part = GetPart(localID); 3519 SceneObjectPart part = GetPart(localID);
2774 3520
2775// SceneObjectPart[] parts = m_parts.GetArray();
2776// for (int i = 0; i < parts.Length; i++)
2777// parts[i].StoreUndoState();
2778
2779 if (part != null) 3521 if (part != null)
2780 { 3522 {
2781// m_log.DebugFormat( 3523// unlock parts position change
2782// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3524 if (m_rootPart.PhysActor != null)
2783 3525 m_rootPart.PhysActor.Building = true;
2784 part.StoreUndoState(false);
2785 part.IgnoreUndoUpdate = true;
2786 3526
2787 if (part.UUID == m_rootPart.UUID) 3527 if (part.UUID == m_rootPart.UUID)
2788 { 3528 {
@@ -2793,8 +3533,10 @@ namespace OpenSim.Region.Framework.Scenes
2793 part.UpdateOffSet(pos); 3533 part.UpdateOffSet(pos);
2794 } 3534 }
2795 3535
3536 if (m_rootPart.PhysActor != null)
3537 m_rootPart.PhysActor.Building = false;
3538
2796 HasGroupChanged = true; 3539 HasGroupChanged = true;
2797 part.IgnoreUndoUpdate = false;
2798 } 3540 }
2799 } 3541 }
2800 3542
@@ -2804,13 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
2804 /// <param name="pos"></param> 3546 /// <param name="pos"></param>
2805 public void UpdateRootPosition(Vector3 pos) 3547 public void UpdateRootPosition(Vector3 pos)
2806 { 3548 {
2807// m_log.DebugFormat( 3549 // needs to be called with phys building true
2808// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2809
2810// SceneObjectPart[] parts = m_parts.GetArray();
2811// for (int i = 0; i < parts.Length; i++)
2812// parts[i].StoreUndoState();
2813
2814 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3550 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2815 Vector3 oldPos = 3551 Vector3 oldPos =
2816 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3552 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2833,7 +3569,14 @@ namespace OpenSim.Region.Framework.Scenes
2833 AbsolutePosition = newPos; 3569 AbsolutePosition = newPos;
2834 3570
2835 HasGroupChanged = true; 3571 HasGroupChanged = true;
2836 ScheduleGroupForTerseUpdate(); 3572 if (m_rootPart.Undoing)
3573 {
3574 ScheduleGroupForFullUpdate();
3575 }
3576 else
3577 {
3578 ScheduleGroupForTerseUpdate();
3579 }
2837 } 3580 }
2838 3581
2839 #endregion 3582 #endregion
@@ -2846,24 +3589,16 @@ namespace OpenSim.Region.Framework.Scenes
2846 /// <param name="rot"></param> 3589 /// <param name="rot"></param>
2847 public void UpdateGroupRotationR(Quaternion rot) 3590 public void UpdateGroupRotationR(Quaternion rot)
2848 { 3591 {
2849// m_log.DebugFormat(
2850// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2851
2852// SceneObjectPart[] parts = m_parts.GetArray();
2853// for (int i = 0; i < parts.Length; i++)
2854// parts[i].StoreUndoState();
2855
2856 m_rootPart.StoreUndoState(true);
2857
2858 m_rootPart.UpdateRotation(rot); 3592 m_rootPart.UpdateRotation(rot);
2859 3593
3594/* this is done by rootpart RotationOffset set called by UpdateRotation
2860 PhysicsActor actor = m_rootPart.PhysActor; 3595 PhysicsActor actor = m_rootPart.PhysActor;
2861 if (actor != null) 3596 if (actor != null)
2862 { 3597 {
2863 actor.Orientation = m_rootPart.RotationOffset; 3598 actor.Orientation = m_rootPart.RotationOffset;
2864 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3599 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2865 } 3600 }
2866 3601*/
2867 HasGroupChanged = true; 3602 HasGroupChanged = true;
2868 ScheduleGroupForTerseUpdate(); 3603 ScheduleGroupForTerseUpdate();
2869 } 3604 }
@@ -2875,16 +3610,6 @@ namespace OpenSim.Region.Framework.Scenes
2875 /// <param name="rot"></param> 3610 /// <param name="rot"></param>
2876 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3611 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2877 { 3612 {
2878// m_log.DebugFormat(
2879// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2880
2881// SceneObjectPart[] parts = m_parts.GetArray();
2882// for (int i = 0; i < parts.Length; i++)
2883// parts[i].StoreUndoState();
2884
2885 RootPart.StoreUndoState(true);
2886 RootPart.IgnoreUndoUpdate = true;
2887
2888 m_rootPart.UpdateRotation(rot); 3613 m_rootPart.UpdateRotation(rot);
2889 3614
2890 PhysicsActor actor = m_rootPart.PhysActor; 3615 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2898,8 +3623,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 3623
2899 HasGroupChanged = true; 3624 HasGroupChanged = true;
2900 ScheduleGroupForTerseUpdate(); 3625 ScheduleGroupForTerseUpdate();
2901
2902 RootPart.IgnoreUndoUpdate = false;
2903 } 3626 }
2904 3627
2905 /// <summary> 3628 /// <summary>
@@ -2912,13 +3635,11 @@ namespace OpenSim.Region.Framework.Scenes
2912 SceneObjectPart part = GetPart(localID); 3635 SceneObjectPart part = GetPart(localID);
2913 3636
2914 SceneObjectPart[] parts = m_parts.GetArray(); 3637 SceneObjectPart[] parts = m_parts.GetArray();
2915 for (int i = 0; i < parts.Length; i++)
2916 parts[i].StoreUndoState();
2917 3638
2918 if (part != null) 3639 if (part != null)
2919 { 3640 {
2920// m_log.DebugFormat( 3641 if (m_rootPart.PhysActor != null)
2921// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3642 m_rootPart.PhysActor.Building = true;
2922 3643
2923 if (part.UUID == m_rootPart.UUID) 3644 if (part.UUID == m_rootPart.UUID)
2924 { 3645 {
@@ -2928,6 +3649,9 @@ namespace OpenSim.Region.Framework.Scenes
2928 { 3649 {
2929 part.UpdateRotation(rot); 3650 part.UpdateRotation(rot);
2930 } 3651 }
3652
3653 if (m_rootPart.PhysActor != null)
3654 m_rootPart.PhysActor.Building = false;
2931 } 3655 }
2932 } 3656 }
2933 3657
@@ -2941,12 +3665,8 @@ namespace OpenSim.Region.Framework.Scenes
2941 SceneObjectPart part = GetPart(localID); 3665 SceneObjectPart part = GetPart(localID);
2942 if (part != null) 3666 if (part != null)
2943 { 3667 {
2944// m_log.DebugFormat( 3668 if (m_rootPart.PhysActor != null)
2945// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3669 m_rootPart.PhysActor.Building = true;
2946// part.Name, part.LocalId, rot);
2947
2948 part.StoreUndoState();
2949 part.IgnoreUndoUpdate = true;
2950 3670
2951 if (part.UUID == m_rootPart.UUID) 3671 if (part.UUID == m_rootPart.UUID)
2952 { 3672 {
@@ -2959,7 +3679,8 @@ namespace OpenSim.Region.Framework.Scenes
2959 part.OffsetPosition = pos; 3679 part.OffsetPosition = pos;
2960 } 3680 }
2961 3681
2962 part.IgnoreUndoUpdate = false; 3682 if (m_rootPart.PhysActor != null)
3683 m_rootPart.PhysActor.Building = false;
2963 } 3684 }
2964 } 3685 }
2965 3686
@@ -2969,15 +3690,12 @@ namespace OpenSim.Region.Framework.Scenes
2969 /// <param name="rot"></param> 3690 /// <param name="rot"></param>
2970 public void UpdateRootRotation(Quaternion rot) 3691 public void UpdateRootRotation(Quaternion rot)
2971 { 3692 {
2972// m_log.DebugFormat( 3693 // needs to be called with phys building true
2973// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2974// Name, LocalId, rot);
2975
2976 Quaternion axRot = rot; 3694 Quaternion axRot = rot;
2977 Quaternion oldParentRot = m_rootPart.RotationOffset; 3695 Quaternion oldParentRot = m_rootPart.RotationOffset;
2978 3696
2979 m_rootPart.StoreUndoState(); 3697 //Don't use UpdateRotation because it schedules an update prematurely
2980 m_rootPart.UpdateRotation(rot); 3698 m_rootPart.RotationOffset = rot;
2981 3699
2982 PhysicsActor pa = m_rootPart.PhysActor; 3700 PhysicsActor pa = m_rootPart.PhysActor;
2983 3701
@@ -2993,35 +3711,145 @@ namespace OpenSim.Region.Framework.Scenes
2993 SceneObjectPart prim = parts[i]; 3711 SceneObjectPart prim = parts[i];
2994 if (prim.UUID != m_rootPart.UUID) 3712 if (prim.UUID != m_rootPart.UUID)
2995 { 3713 {
2996 prim.IgnoreUndoUpdate = true; 3714 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3715 NewRot = Quaternion.Inverse(axRot) * NewRot;
3716 prim.RotationOffset = NewRot;
3717
2997 Vector3 axPos = prim.OffsetPosition; 3718 Vector3 axPos = prim.OffsetPosition;
3719
2998 axPos *= oldParentRot; 3720 axPos *= oldParentRot;
2999 axPos *= Quaternion.Inverse(axRot); 3721 axPos *= Quaternion.Inverse(axRot);
3000 prim.OffsetPosition = axPos; 3722 prim.OffsetPosition = axPos;
3001 Quaternion primsRot = prim.RotationOffset; 3723 }
3002 Quaternion newRot = oldParentRot * primsRot; 3724 }
3003 newRot = Quaternion.Inverse(axRot) * newRot;
3004 prim.RotationOffset = newRot;
3005 prim.ScheduleTerseUpdate();
3006 prim.IgnoreUndoUpdate = false;
3007 }
3008 }
3009
3010// for (int i = 0; i < parts.Length; i++)
3011// {
3012// SceneObjectPart childpart = parts[i];
3013// if (childpart != m_rootPart)
3014// {
3015//// childpart.IgnoreUndoUpdate = false;
3016//// childpart.StoreUndoState();
3017// }
3018// }
3019 3725
3020 m_rootPart.ScheduleTerseUpdate(); 3726 HasGroupChanged = true;
3727 ScheduleGroupForFullUpdate();
3728 }
3021 3729
3022// m_log.DebugFormat( 3730 private enum updatetype :int
3023// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3731 {
3024// Name, LocalId, rot); 3732 none = 0,
3733 partterse = 1,
3734 partfull = 2,
3735 groupterse = 3,
3736 groupfull = 4
3737 }
3738
3739 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3740 {
3741 // TODO this still as excessive *.Schedule*Update()s
3742
3743 if (part != null && part.ParentGroup != null)
3744 {
3745 ObjectChangeType change = data.change;
3746 bool togroup = ((change & ObjectChangeType.Group) != 0);
3747 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3748
3749 SceneObjectGroup group = part.ParentGroup;
3750 PhysicsActor pha = group.RootPart.PhysActor;
3751
3752 updatetype updateType = updatetype.none;
3753
3754 if (togroup)
3755 {
3756 // related to group
3757 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3758 {
3759 if ((change & ObjectChangeType.Rotation) != 0)
3760 {
3761 group.RootPart.UpdateRotation(data.rotation);
3762 updateType = updatetype.none;
3763 }
3764 if ((change & ObjectChangeType.Position) != 0)
3765 {
3766 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3767 UpdateGroupPosition(data.position);
3768 updateType = updatetype.groupterse;
3769 }
3770 else
3771 // ugly rotation update of all parts
3772 {
3773 group.AbsolutePosition = AbsolutePosition;
3774 }
3775
3776 }
3777 if ((change & ObjectChangeType.Scale) != 0)
3778 {
3779 if (pha != null)
3780 pha.Building = true;
3781
3782 group.GroupResize(data.scale);
3783 updateType = updatetype.none;
3784
3785 if (pha != null)
3786 pha.Building = false;
3787 }
3788 }
3789 else
3790 {
3791 // related to single prim in a link-set ( ie group)
3792 if (pha != null)
3793 pha.Building = true;
3794
3795 // root part is special
3796 // parts offset positions or rotations need to change also
3797
3798 if (part == group.RootPart)
3799 {
3800 if ((change & ObjectChangeType.Rotation) != 0)
3801 group.UpdateRootRotation(data.rotation);
3802 if ((change & ObjectChangeType.Position) != 0)
3803 group.UpdateRootPosition(data.position);
3804 if ((change & ObjectChangeType.Scale) != 0)
3805 part.Resize(data.scale);
3806 }
3807 else
3808 {
3809 if ((change & ObjectChangeType.Position) != 0)
3810 {
3811 part.OffsetPosition = data.position;
3812 updateType = updatetype.partterse;
3813 }
3814 if ((change & ObjectChangeType.Rotation) != 0)
3815 {
3816 part.UpdateRotation(data.rotation);
3817 updateType = updatetype.none;
3818 }
3819 if ((change & ObjectChangeType.Scale) != 0)
3820 {
3821 part.Resize(data.scale);
3822 updateType = updatetype.none;
3823 }
3824 }
3825
3826 if (pha != null)
3827 pha.Building = false;
3828 }
3829
3830 if (updateType != updatetype.none)
3831 {
3832 group.HasGroupChanged = true;
3833
3834 switch (updateType)
3835 {
3836 case updatetype.partterse:
3837 part.ScheduleTerseUpdate();
3838 break;
3839 case updatetype.partfull:
3840 part.ScheduleFullUpdate();
3841 break;
3842 case updatetype.groupterse:
3843 group.ScheduleGroupForTerseUpdate();
3844 break;
3845 case updatetype.groupfull:
3846 group.ScheduleGroupForFullUpdate();
3847 break;
3848 default:
3849 break;
3850 }
3851 }
3852 }
3025 } 3853 }
3026 3854
3027 #endregion 3855 #endregion
@@ -3120,10 +3948,11 @@ namespace OpenSim.Region.Framework.Scenes
3120 scriptPosTarget target = m_targets[idx]; 3948 scriptPosTarget target = m_targets[idx];
3121 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 3949 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3122 { 3950 {
3951 at_target = true;
3952
3123 // trigger at_target 3953 // trigger at_target
3124 if (m_scriptListens_atTarget) 3954 if (m_scriptListens_atTarget)
3125 { 3955 {
3126 at_target = true;
3127 scriptPosTarget att = new scriptPosTarget(); 3956 scriptPosTarget att = new scriptPosTarget();
3128 att.targetPos = target.targetPos; 3957 att.targetPos = target.targetPos;
3129 att.tolerance = target.tolerance; 3958 att.tolerance = target.tolerance;
@@ -3241,11 +4070,50 @@ namespace OpenSim.Region.Framework.Scenes
3241 } 4070 }
3242 } 4071 }
3243 } 4072 }
3244 4073
4074 public Vector3 GetGeometricCenter()
4075 {
4076 // this is not real geometric center but a average of positions relative to root prim acording to
4077 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4078 // ignoring tortured prims details since sl also seems to ignore
4079 // so no real use in doing it on physics
4080
4081 Vector3 gc = Vector3.Zero;
4082
4083 int nparts = m_parts.Count;
4084 if (nparts <= 1)
4085 return gc;
4086
4087 SceneObjectPart[] parts = m_parts.GetArray();
4088 nparts = parts.Length; // just in case it changed
4089 if (nparts <= 1)
4090 return gc;
4091
4092 Quaternion parentRot = RootPart.RotationOffset;
4093 Vector3 pPos;
4094
4095 // average all parts positions
4096 for (int i = 0; i < nparts; i++)
4097 {
4098 // do it directly
4099 // gc += parts[i].GetWorldPosition();
4100 if (parts[i] != RootPart)
4101 {
4102 pPos = parts[i].OffsetPosition;
4103 gc += pPos;
4104 }
4105
4106 }
4107 gc /= nparts;
4108
4109 // relative to root:
4110// gc -= AbsolutePosition;
4111 return gc;
4112 }
4113
3245 public float GetMass() 4114 public float GetMass()
3246 { 4115 {
3247 float retmass = 0f; 4116 float retmass = 0f;
3248
3249 SceneObjectPart[] parts = m_parts.GetArray(); 4117 SceneObjectPart[] parts = m_parts.GetArray();
3250 for (int i = 0; i < parts.Length; i++) 4118 for (int i = 0; i < parts.Length; i++)
3251 retmass += parts[i].GetMass(); 4119 retmass += parts[i].GetMass();
@@ -3253,6 +4121,39 @@ namespace OpenSim.Region.Framework.Scenes
3253 return retmass; 4121 return retmass;
3254 } 4122 }
3255 4123
4124 // center of mass of full object
4125 public Vector3 GetCenterOfMass()
4126 {
4127 PhysicsActor pa = RootPart.PhysActor;
4128
4129 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4130 {
4131 // physics knows better about center of mass of physical prims
4132 Vector3 tmp = pa.CenterOfMass;
4133 return tmp;
4134 }
4135
4136 Vector3 Ptot = Vector3.Zero;
4137 float totmass = 0f;
4138 float m;
4139
4140 SceneObjectPart[] parts = m_parts.GetArray();
4141 for (int i = 0; i < parts.Length; i++)
4142 {
4143 m = parts[i].GetMass();
4144 Ptot += parts[i].GetPartCenterOfMass() * m;
4145 totmass += m;
4146 }
4147
4148 if (totmass == 0)
4149 totmass = 0;
4150 else
4151 totmass = 1 / totmass;
4152 Ptot *= totmass;
4153
4154 return Ptot;
4155 }
4156
3256 /// <summary> 4157 /// <summary>
3257 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4158 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3258 /// the physics engine can use it. 4159 /// the physics engine can use it.
@@ -3406,6 +4307,14 @@ namespace OpenSim.Region.Framework.Scenes
3406 FromItemID = uuid; 4307 FromItemID = uuid;
3407 } 4308 }
3408 4309
4310 public void ResetOwnerChangeFlag()
4311 {
4312 ForEachPart(delegate(SceneObjectPart part)
4313 {
4314 part.ResetOwnerChangeFlag();
4315 });
4316 }
4317
3409 #endregion 4318 #endregion
3410 } 4319 }
3411} 4320}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 17c7661..61ef827 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -176,12 +188,25 @@ namespace OpenSim.Region.Framework.Scenes
176 188
177 public double SoundRadius; 189 public double SoundRadius;
178 190
191
179 public uint TimeStampFull; 192 public uint TimeStampFull;
180 193
181 public uint TimeStampLastActivity; // Will be used for AutoReturn 194 public uint TimeStampLastActivity; // Will be used for AutoReturn
182 195
183 public uint TimeStampTerse; 196 public uint TimeStampTerse;
184 197
198 // The following two are to hold the attachment data
199 // while an object is inworld
200 [XmlIgnore]
201 public byte AttachPoint = 0;
202
203 [XmlIgnore]
204 public Vector3 AttachOffset = Vector3.Zero;
205
206 [XmlIgnore]
207 public Quaternion AttachRotation = Quaternion.Identity;
208
209 [XmlIgnore]
185 public int STATUS_ROTATE_X; 210 public int STATUS_ROTATE_X;
186 211
187 public int STATUS_ROTATE_Y; 212 public int STATUS_ROTATE_Y;
@@ -208,8 +233,7 @@ namespace OpenSim.Region.Framework.Scenes
208 233
209 public Vector3 RotationAxis = Vector3.One; 234 public Vector3 RotationAxis = Vector3.One;
210 235
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 236 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 237
214 public bool IsWaitingForFirstSpinUpdatePacket; 238 public bool IsWaitingForFirstSpinUpdatePacket;
215 239
@@ -249,10 +273,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 273 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 274 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 275 private string m_sitAnimation = "SIT";
276 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 277 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 278 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 279 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 280
257 private bool m_passTouches = false; 281 private bool m_passTouches = false;
258 private bool m_passCollisions = false; 282 private bool m_passCollisions = false;
@@ -281,7 +305,19 @@ namespace OpenSim.Region.Framework.Scenes
281 protected Vector3 m_lastAcceleration; 305 protected Vector3 m_lastAcceleration;
282 protected Vector3 m_lastAngularVelocity; 306 protected Vector3 m_lastAngularVelocity;
283 protected int m_lastTerseSent; 307 protected int m_lastTerseSent;
284 308 protected float m_buoyancy = 0.0f;
309 protected Vector3 m_force;
310 protected Vector3 m_torque;
311
312 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
313 protected float m_density = 1000.0f; // in kg/m^3
314 protected float m_gravitymod = 1.0f;
315 protected float m_friction = 0.6f; // wood
316 protected float m_bounce = 0.5f; // wood
317
318
319 protected bool m_isSelected = false;
320
285 /// <summary> 321 /// <summary>
286 /// Stores media texture data 322 /// Stores media texture data
287 /// </summary> 323 /// </summary>
@@ -293,10 +329,25 @@ namespace OpenSim.Region.Framework.Scenes
293 private Vector3 m_cameraAtOffset; 329 private Vector3 m_cameraAtOffset;
294 private bool m_forceMouselook; 330 private bool m_forceMouselook;
295 331
296 // TODO: Collision sound should have default. 332
333 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
334 private sbyte m_collisionSoundType;
297 private UUID m_collisionSound; 335 private UUID m_collisionSound;
298 private float m_collisionSoundVolume; 336 private float m_collisionSoundVolume;
299 337
338 private int LastColSoundSentTime;
339
340
341 private SOPVehicle m_vehicle = null;
342
343 private KeyframeMotion m_keyframeMotion = null;
344
345 public KeyframeMotion KeyframeMotion
346 {
347 get; set;
348 }
349
350
300 #endregion Fields 351 #endregion Fields
301 352
302// ~SceneObjectPart() 353// ~SceneObjectPart()
@@ -325,6 +376,7 @@ namespace OpenSim.Region.Framework.Scenes
325 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 376 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
326 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 377 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
327 m_inventory = new SceneObjectPartInventory(this); 378 m_inventory = new SceneObjectPartInventory(this);
379 LastColSoundSentTime = Util.EnvironmentTickCount();
328 } 380 }
329 381
330 /// <summary> 382 /// <summary>
@@ -339,7 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 391 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 392 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 393 {
342 m_name = "Primitive"; 394 m_name = "Object";
343 395
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 396 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 397 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +431,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 431 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 432 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 433 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 434 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 435 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 436 private DateTime m_expires;
385 private DateTime m_rezzed; 437 private DateTime m_rezzed;
@@ -473,12 +525,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 525 }
474 526
475 /// <value> 527 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 528 /// Get the inventory list
477 /// </value> 529 /// </value>
478 public TaskInventoryDictionary TaskInventory 530 public TaskInventoryDictionary TaskInventory
479 { 531 {
480 get { return m_inventory.Items; } 532 get {
481 set { m_inventory.Items = value; } 533 return m_inventory.Items;
534 }
535 set {
536 m_inventory.Items = value;
537 }
482 } 538 }
483 539
484 /// <summary> 540 /// <summary>
@@ -528,20 +584,6 @@ namespace OpenSim.Region.Framework.Scenes
528 } 584 }
529 } 585 }
530 586
531 public byte Material
532 {
533 get { return (byte) m_material; }
534 set
535 {
536 m_material = (Material)value;
537
538 PhysicsActor pa = PhysActor;
539
540 if (pa != null)
541 pa.SetMaterial((int)value);
542 }
543 }
544
545 [XmlIgnore] 587 [XmlIgnore]
546 public bool PassTouches 588 public bool PassTouches
547 { 589 {
@@ -567,6 +609,18 @@ namespace OpenSim.Region.Framework.Scenes
567 } 609 }
568 } 610 }
569 611
612 public bool IsSelected
613 {
614 get { return m_isSelected; }
615 set
616 {
617 m_isSelected = value;
618 if (ParentGroup != null)
619 ParentGroup.PartSelectChanged(value);
620 }
621 }
622
623
570 public Dictionary<int, string> CollisionFilter 624 public Dictionary<int, string> CollisionFilter
571 { 625 {
572 get { return m_CollisionFilter; } 626 get { return m_CollisionFilter; }
@@ -635,14 +689,12 @@ namespace OpenSim.Region.Framework.Scenes
635 set { m_LoopSoundSlavePrims = value; } 689 set { m_LoopSoundSlavePrims = value; }
636 } 690 }
637 691
638
639 public Byte[] TextureAnimation 692 public Byte[] TextureAnimation
640 { 693 {
641 get { return m_TextureAnimation; } 694 get { return m_TextureAnimation; }
642 set { m_TextureAnimation = value; } 695 set { m_TextureAnimation = value; }
643 } 696 }
644 697
645
646 public Byte[] ParticleSystem 698 public Byte[] ParticleSystem
647 { 699 {
648 get { return m_particleSystem; } 700 get { return m_particleSystem; }
@@ -679,8 +731,12 @@ namespace OpenSim.Region.Framework.Scenes
679 { 731 {
680 // If this is a linkset, we don't want the physics engine mucking up our group position here. 732 // If this is a linkset, we don't want the physics engine mucking up our group position here.
681 PhysicsActor actor = PhysActor; 733 PhysicsActor actor = PhysActor;
682 if (actor != null && ParentID == 0) 734 if (ParentID == 0)
683 m_groupPosition = actor.Position; 735 {
736 if (actor != null)
737 m_groupPosition = actor.Position;
738 return m_groupPosition;
739 }
684 740
685 if (ParentGroup.IsAttachment) 741 if (ParentGroup.IsAttachment)
686 { 742 {
@@ -689,12 +745,14 @@ namespace OpenSim.Region.Framework.Scenes
689 return sp.AbsolutePosition; 745 return sp.AbsolutePosition;
690 } 746 }
691 747
748 // use root prim's group position. Physics may have updated it
749 if (ParentGroup.RootPart != this)
750 m_groupPosition = ParentGroup.RootPart.GroupPosition;
692 return m_groupPosition; 751 return m_groupPosition;
693 } 752 }
694 set 753 set
695 { 754 {
696 m_groupPosition = value; 755 m_groupPosition = value;
697
698 PhysicsActor actor = PhysActor; 756 PhysicsActor actor = PhysActor;
699 if (actor != null) 757 if (actor != null)
700 { 758 {
@@ -720,16 +778,6 @@ namespace OpenSim.Region.Framework.Scenes
720 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
721 } 779 }
722 } 780 }
723
724 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
725 if (SitTargetAvatar != UUID.Zero)
726 {
727 ScenePresence avatar;
728 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
729 {
730 avatar.ParentPosition = GetWorldPosition();
731 }
732 }
733 } 781 }
734 } 782 }
735 783
@@ -738,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
738 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
739 set 787 set
740 { 788 {
741// StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
742 m_offsetPosition = value; 790 m_offsetPosition = value;
743 791
744 if (ParentGroup != null && !ParentGroup.IsDeleted) 792 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -753,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
753 if (ParentGroup.Scene != null) 801 if (ParentGroup.Scene != null)
754 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
755 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.ParentID == m_localId)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.AbsolutePosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
756 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
757 } 820 }
758 } 821 }
759 822
@@ -802,7 +865,7 @@ namespace OpenSim.Region.Framework.Scenes
802 865
803 set 866 set
804 { 867 {
805 StoreUndoState(); 868// StoreUndoState();
806 m_rotationOffset = value; 869 m_rotationOffset = value;
807 870
808 PhysicsActor actor = PhysActor; 871 PhysicsActor actor = PhysActor;
@@ -890,7 +953,7 @@ namespace OpenSim.Region.Framework.Scenes
890 get 953 get
891 { 954 {
892 PhysicsActor actor = PhysActor; 955 PhysicsActor actor = PhysActor;
893 if ((actor != null) && actor.IsPhysical) 956 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
894 { 957 {
895 m_angularVelocity = actor.RotationalVelocity; 958 m_angularVelocity = actor.RotationalVelocity;
896 } 959 }
@@ -902,7 +965,16 @@ namespace OpenSim.Region.Framework.Scenes
902 /// <summary></summary> 965 /// <summary></summary>
903 public Vector3 Acceleration 966 public Vector3 Acceleration
904 { 967 {
905 get { return m_acceleration; } 968 get
969 {
970 PhysicsActor actor = PhysActor;
971 if (actor != null)
972 {
973 m_acceleration = actor.Acceleration;
974 }
975 return m_acceleration;
976 }
977
906 set { m_acceleration = value; } 978 set { m_acceleration = value; }
907 } 979 }
908 980
@@ -970,7 +1042,10 @@ namespace OpenSim.Region.Framework.Scenes
970 public PrimitiveBaseShape Shape 1042 public PrimitiveBaseShape Shape
971 { 1043 {
972 get { return m_shape; } 1044 get { return m_shape; }
973 set { m_shape = value;} 1045 set
1046 {
1047 m_shape = value;
1048 }
974 } 1049 }
975 1050
976 /// <summary> 1051 /// <summary>
@@ -983,7 +1058,6 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1058 {
984 if (m_shape != null) 1059 if (m_shape != null)
985 { 1060 {
986 StoreUndoState();
987 1061
988 m_shape.Scale = value; 1062 m_shape.Scale = value;
989 1063
@@ -1010,6 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 } 1084 }
1011 1085
1012 public UpdateRequired UpdateFlag { get; set; } 1086 public UpdateRequired UpdateFlag { get; set; }
1087 public bool UpdatePhysRequired { get; set; }
1013 1088
1014 /// <summary> 1089 /// <summary>
1015 /// Used for media on a prim. 1090 /// Used for media on a prim.
@@ -1050,10 +1125,7 @@ namespace OpenSim.Region.Framework.Scenes
1050 { 1125 {
1051 get 1126 get
1052 { 1127 {
1053 if (ParentGroup.IsAttachment) 1128 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1054 return GroupPosition;
1055
1056 return m_offsetPosition + m_groupPosition;
1057 } 1129 }
1058 } 1130 }
1059 1131
@@ -1231,6 +1303,13 @@ namespace OpenSim.Region.Framework.Scenes
1231 _flags = value; 1303 _flags = value;
1232 } 1304 }
1233 } 1305 }
1306
1307 [XmlIgnore]
1308 public bool IsOccupied // KF If an av is sittingon this prim
1309 {
1310 get { return m_occupied; }
1311 set { m_occupied = value; }
1312 }
1234 1313
1235 /// <summary> 1314 /// <summary>
1236 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1315 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1274,12 +1353,41 @@ namespace OpenSim.Region.Framework.Scenes
1274 set { m_sitAnimation = value; } 1353 set { m_sitAnimation = value; }
1275 } 1354 }
1276 1355
1356 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1357
1358 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1359 // runtime thing.. do not persist
1360 [XmlIgnore]
1361 public sbyte CollisionSoundType
1362 {
1363 get
1364 {
1365 return m_collisionSoundType;
1366 }
1367 set
1368 {
1369 m_collisionSoundType = value;
1370 if (value == -1)
1371 m_collisionSound = invalidCollisionSoundUUID;
1372 else if (value == 0)
1373 m_collisionSound = UUID.Zero;
1374 }
1375 }
1376
1277 public UUID CollisionSound 1377 public UUID CollisionSound
1278 { 1378 {
1279 get { return m_collisionSound; } 1379 get { return m_collisionSound; }
1280 set 1380 set
1281 { 1381 {
1282 m_collisionSound = value; 1382 m_collisionSound = value;
1383
1384 if (value == invalidCollisionSoundUUID)
1385 m_collisionSoundType = -1;
1386 else if (value == UUID.Zero)
1387 m_collisionSoundType = 0;
1388 else
1389 m_collisionSoundType = 1;
1390
1283 aggregateScriptEvents(); 1391 aggregateScriptEvents();
1284 } 1392 }
1285 } 1393 }
@@ -1290,6 +1398,319 @@ namespace OpenSim.Region.Framework.Scenes
1290 set { m_collisionSoundVolume = value; } 1398 set { m_collisionSoundVolume = value; }
1291 } 1399 }
1292 1400
1401 public float Buoyancy
1402 {
1403 get
1404 {
1405 if (ParentGroup.RootPart == this)
1406 return m_buoyancy;
1407
1408 return ParentGroup.RootPart.Buoyancy;
1409 }
1410 set
1411 {
1412 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1413 {
1414 ParentGroup.RootPart.Buoyancy = value;
1415 return;
1416 }
1417 m_buoyancy = value;
1418 if (PhysActor != null)
1419 PhysActor.Buoyancy = value;
1420 }
1421 }
1422
1423 public Vector3 Force
1424 {
1425 get
1426 {
1427 if (ParentGroup.RootPart == this)
1428 return m_force;
1429
1430 return ParentGroup.RootPart.Force;
1431 }
1432
1433 set
1434 {
1435 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1436 {
1437 ParentGroup.RootPart.Force = value;
1438 return;
1439 }
1440 m_force = value;
1441 if (PhysActor != null)
1442 PhysActor.Force = value;
1443 }
1444 }
1445
1446 public Vector3 Torque
1447 {
1448 get
1449 {
1450 if (ParentGroup.RootPart == this)
1451 return m_torque;
1452
1453 return ParentGroup.RootPart.Torque;
1454 }
1455
1456 set
1457 {
1458 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1459 {
1460 ParentGroup.RootPart.Torque = value;
1461 return;
1462 }
1463 m_torque = value;
1464 if (PhysActor != null)
1465 PhysActor.Torque = value;
1466 }
1467 }
1468
1469 public byte Material
1470 {
1471 get { return (byte)m_material; }
1472 set
1473 {
1474 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1475 {
1476 bool update = false;
1477
1478 if (m_material != (Material)value)
1479 {
1480 update = true;
1481 m_material = (Material)value;
1482 }
1483
1484 if (m_friction != SOPMaterialData.friction(m_material))
1485 {
1486 update = true;
1487 m_friction = SOPMaterialData.friction(m_material);
1488 }
1489
1490 if (m_bounce != SOPMaterialData.bounce(m_material))
1491 {
1492 update = true;
1493 m_bounce = SOPMaterialData.bounce(m_material);
1494 }
1495
1496 if (update)
1497 {
1498 if (PhysActor != null)
1499 {
1500 PhysActor.SetMaterial((int)value);
1501 }
1502 if(ParentGroup != null)
1503 ParentGroup.HasGroupChanged = true;
1504 ScheduleFullUpdateIfNone();
1505 UpdatePhysRequired = true;
1506 }
1507 }
1508 }
1509 }
1510
1511 // not a propriety to move to methods place later
1512 private bool HasMesh()
1513 {
1514 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1515 return true;
1516 return false;
1517 }
1518
1519 // not a propriety to move to methods place later
1520 public byte DefaultPhysicsShapeType()
1521 {
1522 byte type;
1523
1524 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1525 type = (byte)PhysShapeType.convex;
1526 else
1527 type = (byte)PhysShapeType.prim;
1528
1529 return type;
1530 }
1531
1532 [XmlIgnore]
1533 public bool UsesComplexCost
1534 {
1535 get
1536 {
1537 byte pst = PhysicsShapeType;
1538 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1539 return true;
1540 return false;
1541 }
1542 }
1543
1544 [XmlIgnore]
1545 public float PhysicsCost
1546 {
1547 get
1548 {
1549 if(PhysicsShapeType == (byte)PhysShapeType.none)
1550 return 0;
1551
1552 float cost = 0.1f;
1553 if (PhysActor != null)
1554// cost += PhysActor.Cost;
1555
1556 if ((Flags & PrimFlags.Physics) != 0)
1557 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1558 return cost;
1559 }
1560 }
1561
1562 [XmlIgnore]
1563 public float StreamingCost
1564 {
1565 get
1566 {
1567
1568
1569 return 0.1f;
1570 }
1571 }
1572
1573 [XmlIgnore]
1574 public float SimulationCost
1575 {
1576 get
1577 {
1578 // ignoring scripts. Don't like considering them for this
1579 if((Flags & PrimFlags.Physics) != 0)
1580 return 1.0f;
1581
1582 return 0.5f;
1583 }
1584 }
1585
1586 public byte PhysicsShapeType
1587 {
1588 get { return m_physicsShapeType; }
1589 set
1590 {
1591 byte oldv = m_physicsShapeType;
1592
1593 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1594 {
1595 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1596 m_physicsShapeType = DefaultPhysicsShapeType();
1597 else
1598 m_physicsShapeType = value;
1599 }
1600 else
1601 m_physicsShapeType = DefaultPhysicsShapeType();
1602
1603 if (m_physicsShapeType != oldv && ParentGroup != null)
1604 {
1605 if (m_physicsShapeType == (byte)PhysShapeType.none)
1606 {
1607 if (PhysActor != null)
1608 {
1609 Velocity = new Vector3(0, 0, 0);
1610 Acceleration = new Vector3(0, 0, 0);
1611 if (ParentGroup.RootPart == this)
1612 AngularVelocity = new Vector3(0, 0, 0);
1613 ParentGroup.Scene.RemovePhysicalPrim(1);
1614 RemoveFromPhysics();
1615 }
1616 }
1617 else if (PhysActor == null)
1618 {
1619 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1620 UpdatePhysicsSubscribedEvents();
1621 }
1622 else
1623 {
1624 PhysActor.PhysicsShapeType = m_physicsShapeType;
1625 if (Shape.SculptEntry)
1626 CheckSculptAndLoad();
1627 }
1628
1629 if (ParentGroup != null)
1630 ParentGroup.HasGroupChanged = true;
1631 }
1632
1633 if (m_physicsShapeType != value)
1634 {
1635 UpdatePhysRequired = true;
1636 }
1637 }
1638 }
1639
1640 public float Density // in kg/m^3
1641 {
1642 get { return m_density; }
1643 set
1644 {
1645 if (value >=1 && value <= 22587.0)
1646 {
1647 m_density = value;
1648 UpdatePhysRequired = true;
1649 }
1650
1651 ScheduleFullUpdateIfNone();
1652
1653 if (ParentGroup != null)
1654 ParentGroup.HasGroupChanged = true;
1655 }
1656 }
1657
1658 public float GravityModifier
1659 {
1660 get { return m_gravitymod; }
1661 set
1662 {
1663 if( value >= -1 && value <=28.0f)
1664 {
1665 m_gravitymod = value;
1666 UpdatePhysRequired = true;
1667 }
1668
1669 ScheduleFullUpdateIfNone();
1670
1671 if (ParentGroup != null)
1672 ParentGroup.HasGroupChanged = true;
1673
1674 }
1675 }
1676
1677 public float Friction
1678 {
1679 get { return m_friction; }
1680 set
1681 {
1682 if (value >= 0 && value <= 255.0f)
1683 {
1684 m_friction = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float Bounciness
1696 {
1697 get { return m_bounce; }
1698 set
1699 {
1700 if (value >= 0 && value <= 1.0f)
1701 {
1702 m_bounce = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710 }
1711 }
1712
1713
1293 #endregion Public Properties with only Get 1714 #endregion Public Properties with only Get
1294 1715
1295 private uint ApplyMask(uint val, bool set, uint mask) 1716 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1455,7 +1876,7 @@ namespace OpenSim.Region.Framework.Scenes
1455 impulse = newimpulse; 1876 impulse = newimpulse;
1456 } 1877 }
1457 1878
1458 ParentGroup.applyAngularImpulse(impulse); 1879 ParentGroup.ApplyAngularImpulse(impulse);
1459 } 1880 }
1460 1881
1461 /// <summary> 1882 /// <summary>
@@ -1465,20 +1886,24 @@ namespace OpenSim.Region.Framework.Scenes
1465 /// </summary> 1886 /// </summary>
1466 /// <param name="impulsei">Vector force</param> 1887 /// <param name="impulsei">Vector force</param>
1467 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1888 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1468 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1889
1890 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1891 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1469 { 1892 {
1470 Vector3 impulse = impulsei; 1893 Vector3 torque = torquei;
1471 1894
1472 if (localGlobalTF) 1895 if (localGlobalTF)
1473 { 1896 {
1897/*
1474 Quaternion grot = GetWorldRotation(); 1898 Quaternion grot = GetWorldRotation();
1475 Quaternion AXgrot = grot; 1899 Quaternion AXgrot = grot;
1476 Vector3 AXimpulsei = impulsei; 1900 Vector3 AXimpulsei = impulsei;
1477 Vector3 newimpulse = AXimpulsei * AXgrot; 1901 Vector3 newimpulse = AXimpulsei * AXgrot;
1478 impulse = newimpulse; 1902 */
1903 torque *= GetWorldRotation();
1479 } 1904 }
1480 1905
1481 ParentGroup.setAngularImpulse(impulse); 1906 Torque = torque;
1482 } 1907 }
1483 1908
1484 /// <summary> 1909 /// <summary>
@@ -1486,17 +1911,23 @@ namespace OpenSim.Region.Framework.Scenes
1486 /// </summary> 1911 /// </summary>
1487 /// <param name="rootObjectFlags"></param> 1912 /// <param name="rootObjectFlags"></param>
1488 /// <param name="VolumeDetectActive"></param> 1913 /// <param name="VolumeDetectActive"></param>
1489 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1914 /// <param name="building"></param>
1915
1916 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1490 { 1917 {
1918 VolumeDetectActive = _VolumeDetectActive;
1919
1491 if (!ParentGroup.Scene.CollidablePrims) 1920 if (!ParentGroup.Scene.CollidablePrims)
1492 return; 1921 return;
1493 1922
1494// m_log.DebugFormat( 1923 if (PhysicsShapeType == (byte)PhysShapeType.none)
1495// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1924 return;
1496// Name, LocalId, UUID, m_physicalPrim); 1925
1926 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1927 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1497 1928
1498 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1929 if (_VolumeDetectActive)
1499 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1930 isPhantom = true;
1500 1931
1501 if (IsJoint()) 1932 if (IsJoint())
1502 { 1933 {
@@ -1504,22 +1935,14 @@ namespace OpenSim.Region.Framework.Scenes
1504 } 1935 }
1505 else 1936 else
1506 { 1937 {
1507 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1938 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1508 if (VolumeDetectActive) 1939 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1509 isPhantom = false;
1510
1511 // 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
1512 // or flexible
1513 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1514 { 1940 {
1515 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1941 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1516 bool rigidBody = isPhysical && !isPhantom; 1942 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1517
1518 PhysicsActor pa = AddToPhysics(rigidBody);
1519
1520 if (pa != null)
1521 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1522 } 1943 }
1944 else
1945 PhysActor = null; // just to be sure
1523 } 1946 }
1524 } 1947 }
1525 1948
@@ -1571,6 +1994,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 dupe.Category = Category; 1994 dupe.Category = Category;
1572 dupe.m_rezzed = m_rezzed; 1995 dupe.m_rezzed = m_rezzed;
1573 1996
1997 dupe.m_UndoRedo = null;
1998 dupe.m_isSelected = false;
1999
2000 dupe.IgnoreUndoUpdate = false;
2001 dupe.Undoing = false;
2002
1574 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2003 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1575 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2004 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1576 2005
@@ -1586,6 +2015,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 2015
1587 // Move afterwards ResetIDs as it clears the localID 2016 // Move afterwards ResetIDs as it clears the localID
1588 dupe.LocalId = localID; 2017 dupe.LocalId = localID;
2018
1589 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2019 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1590 dupe.LastOwnerID = OwnerID; 2020 dupe.LastOwnerID = OwnerID;
1591 2021
@@ -1603,8 +2033,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 2033
1604 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2034 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1605 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2035 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2036// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1606 } 2037 }
1607 2038
2039 if (dupe.PhysActor != null)
2040 dupe.PhysActor.LocalID = localID;
2041
1608 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2042 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1609 2043
1610// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2044// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1724,6 +2158,7 @@ namespace OpenSim.Region.Framework.Scenes
1724 2158
1725 /// <summary> 2159 /// <summary>
1726 /// Do a physics propery update for this part. 2160 /// Do a physics propery update for this part.
2161 /// now also updates phantom and volume detector
1727 /// </summary> 2162 /// </summary>
1728 /// <param name="UsePhysics"></param> 2163 /// <param name="UsePhysics"></param>
1729 /// <param name="isNew"></param> 2164 /// <param name="isNew"></param>
@@ -1749,61 +2184,69 @@ namespace OpenSim.Region.Framework.Scenes
1749 { 2184 {
1750 if (pa.IsPhysical) // implies UsePhysics==false for this block 2185 if (pa.IsPhysical) // implies UsePhysics==false for this block
1751 { 2186 {
1752 if (!isNew) 2187 if (!isNew) // implies UsePhysics==false for this block
2188 {
1753 ParentGroup.Scene.RemovePhysicalPrim(1); 2189 ParentGroup.Scene.RemovePhysicalPrim(1);
1754 2190
1755 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2191 Velocity = new Vector3(0, 0, 0);
1756 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2192 Acceleration = new Vector3(0, 0, 0);
1757 pa.delink(); 2193 if (ParentGroup.RootPart == this)
2194 AngularVelocity = new Vector3(0, 0, 0);
1758 2195
1759 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2196 if (pa.Phantom && !VolumeDetectActive)
1760 { 2197 {
1761 // destroy all joints connected to this now deactivated body 2198 RemoveFromPhysics();
1762 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2199 return;
1763 } 2200 }
1764 2201
1765 // stop client-side interpolation of all joint proxy objects that have just been deleted 2202 pa.IsPhysical = UsePhysics;
1766 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2203 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1767 // which stops client-side interpolation of deactivated joint proxy objects. 2204 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2205 pa.delink();
2206 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2207 {
2208 // destroy all joints connected to this now deactivated body
2209 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2210 }
2211 }
1768 } 2212 }
1769 2213
1770 if (!UsePhysics && !isNew) 2214 if (pa.IsPhysical != UsePhysics)
1771 { 2215 pa.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 2216
1781 pa.IsPhysical = UsePhysics; 2217 if (UsePhysics)
2218 {
2219 if (ParentGroup.RootPart.KeyframeMotion != null)
2220 ParentGroup.RootPart.KeyframeMotion.Stop();
2221 ParentGroup.RootPart.KeyframeMotion = null;
2222 ParentGroup.Scene.AddPhysicalPrim(1);
1782 2223
1783 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2224 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1784 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2225 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1785 /// that's not wholesome. Had to make Scene public
1786 //PhysActor = null;
1787 2226
1788 if ((Flags & PrimFlags.Phantom) == 0) 2227 if (ParentID != 0 && ParentID != LocalId)
1789 {
1790 if (UsePhysics)
1791 { 2228 {
1792 ParentGroup.Scene.AddPhysicalPrim(1); 2229 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1793 2230
1794 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2231 if (parentPa != null)
1795 pa.OnOutOfBounds += PhysicsOutOfBounds;
1796 if (ParentID != 0 && ParentID != LocalId)
1797 { 2232 {
1798 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2233 pa.link(parentPa);
1799
1800 if (parentPa != null)
1801 {
1802 pa.link(parentPa);
1803 }
1804 } 2234 }
1805 } 2235 }
1806 } 2236 }
2237 }
2238
2239 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2240 if (pa.Phantom != phan)
2241 pa.Phantom = phan;
2242
2243// some engines dont' have this check still
2244// if (VolumeDetectActive != pa.IsVolumeDtc)
2245 {
2246 if (VolumeDetectActive)
2247 pa.SetVolumeDetect(1);
2248 else
2249 pa.SetVolumeDetect(0);
1807 } 2250 }
1808 2251
1809 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2252 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1922,12 +2365,26 @@ namespace OpenSim.Region.Framework.Scenes
1922 2365
1923 public Vector3 GetGeometricCenter() 2366 public Vector3 GetGeometricCenter()
1924 { 2367 {
1925 PhysicsActor pa = PhysActor; 2368 // this is not real geometric center but a average of positions relative to root prim acording to
1926 2369 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1927 if (pa != null) 2370 // ignoring tortured prims details since sl also seems to ignore
1928 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2371 // so no real use in doing it on physics
1929 else 2372 if (ParentGroup.IsDeleted)
1930 return new Vector3(0, 0, 0); 2373 return new Vector3(0, 0, 0);
2374
2375 return ParentGroup.GetGeometricCenter();
2376
2377 /*
2378 PhysicsActor pa = PhysActor;
2379
2380 if (pa != null)
2381 {
2382 Vector3 vtmp = pa.CenterOfMass;
2383 return vtmp;
2384 }
2385 else
2386 return new Vector3(0, 0, 0);
2387 */
1931 } 2388 }
1932 2389
1933 public float GetMass() 2390 public float GetMass()
@@ -1940,14 +2397,43 @@ namespace OpenSim.Region.Framework.Scenes
1940 return 0; 2397 return 0;
1941 } 2398 }
1942 2399
1943 public Vector3 GetForce() 2400 public Vector3 GetCenterOfMass()
2401 {
2402 if (ParentGroup.RootPart == this)
2403 {
2404 if (ParentGroup.IsDeleted)
2405 return AbsolutePosition;
2406 return ParentGroup.GetCenterOfMass();
2407 }
2408
2409 PhysicsActor pa = PhysActor;
2410
2411 if (pa != null)
2412 {
2413 Vector3 tmp = pa.CenterOfMass;
2414 return tmp;
2415 }
2416 else
2417 return AbsolutePosition;
2418 }
2419
2420 public Vector3 GetPartCenterOfMass()
1944 { 2421 {
1945 PhysicsActor pa = PhysActor; 2422 PhysicsActor pa = PhysActor;
1946 2423
1947 if (pa != null) 2424 if (pa != null)
1948 return pa.Force; 2425 {
2426 Vector3 tmp = pa.CenterOfMass;
2427 return tmp;
2428 }
1949 else 2429 else
1950 return Vector3.Zero; 2430 return AbsolutePosition;
2431 }
2432
2433
2434 public Vector3 GetForce()
2435 {
2436 return Force;
1951 } 2437 }
1952 2438
1953 /// <summary> 2439 /// <summary>
@@ -2154,15 +2640,25 @@ namespace OpenSim.Region.Framework.Scenes
2154 2640
2155 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2641 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2156 { 2642 {
2157 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2643 bool sendToRoot = true;
2158 {
2159 ColliderArgs LandCollidingMessage = new ColliderArgs();
2160 List<DetectedObject> colliding = new List<DetectedObject>();
2161
2162 colliding.Add(CreateDetObjectForGround());
2163 LandCollidingMessage.Colliders = colliding;
2164 2644
2645 ColliderArgs LandCollidingMessage = new ColliderArgs();
2646 List<DetectedObject> colliding = new List<DetectedObject>();
2647
2648 colliding.Add(CreateDetObjectForGround());
2649 LandCollidingMessage.Colliders = colliding;
2650
2651 if (Inventory.ContainsScripts())
2652 {
2653 if (!PassCollisions)
2654 sendToRoot = false;
2655 }
2656 if ((ScriptEvents & ev) != 0)
2165 notify(LocalId, LandCollidingMessage); 2657 notify(LocalId, LandCollidingMessage);
2658
2659 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2660 {
2661 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2166 } 2662 }
2167 } 2663 }
2168 2664
@@ -2178,45 +2674,87 @@ namespace OpenSim.Region.Framework.Scenes
2178 List<uint> endedColliders = new List<uint>(); 2674 List<uint> endedColliders = new List<uint>();
2179 List<uint> startedColliders = new List<uint>(); 2675 List<uint> startedColliders = new List<uint>();
2180 2676
2181 // calculate things that started colliding this time 2677 if (collissionswith.Count == 0)
2182 // and build up list of colliders this time
2183 foreach (uint localid in collissionswith.Keys)
2184 { 2678 {
2185 thisHitColliders.Add(localid); 2679 if (m_lastColliders.Count == 0)
2186 if (!m_lastColliders.Contains(localid)) 2680 return; // nothing to do
2187 startedColliders.Add(localid);
2188 }
2189 2681
2190 // calculate things that ended colliding 2682 foreach (uint localID in m_lastColliders)
2191 foreach (uint localID in m_lastColliders) 2683 {
2192 {
2193 if (!thisHitColliders.Contains(localID))
2194 endedColliders.Add(localID); 2684 endedColliders.Add(localID);
2685 }
2686 m_lastColliders.Clear();
2195 } 2687 }
2196 2688
2197 //add the items that started colliding this time to the last colliders list. 2689 else
2198 foreach (uint localID in startedColliders) 2690 {
2199 m_lastColliders.Add(localID); 2691 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2692
2693 // calculate things that started colliding this time
2694 // and build up list of colliders this time
2695 if (!VolumeDetectActive && CollisionSoundType >= 0)
2696 {
2697 CollisionForSoundInfo soundinfo;
2698 ContactPoint curcontact;
2699
2700 foreach (uint id in collissionswith.Keys)
2701 {
2702 thisHitColliders.Add(id);
2703 if (!m_lastColliders.Contains(id))
2704 {
2705 startedColliders.Add(id);
2706
2707 curcontact = collissionswith[id];
2708 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2709 {
2710 soundinfo = new CollisionForSoundInfo();
2711 soundinfo.colliderID = id;
2712 soundinfo.position = curcontact.Position;
2713 soundinfo.relativeVel = curcontact.RelativeSpeed;
2714 soundinfolist.Add(soundinfo);
2715 }
2716 }
2717 }
2718 }
2719 else
2720 {
2721 foreach (uint id in collissionswith.Keys)
2722 {
2723 thisHitColliders.Add(id);
2724 if (!m_lastColliders.Contains(id))
2725 startedColliders.Add(id);
2726 }
2727 }
2728
2729 // calculate things that ended colliding
2730 foreach (uint localID in m_lastColliders)
2731 {
2732 if (!thisHitColliders.Contains(localID))
2733 endedColliders.Add(localID);
2734 }
2735
2736 //add the items that started colliding this time to the last colliders list.
2737 foreach (uint localID in startedColliders)
2738 m_lastColliders.Add(localID);
2200 2739
2201 // remove things that ended colliding from the last colliders list 2740 // remove things that ended colliding from the last colliders list
2202 foreach (uint localID in endedColliders) 2741 foreach (uint localID in endedColliders)
2203 m_lastColliders.Remove(localID); 2742 m_lastColliders.Remove(localID);
2204 2743
2205 // play the sound. 2744 // play sounds.
2206 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2745 if (soundinfolist.Count > 0)
2207 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2746 CollisionSounds.PartCollisionSound(this, soundinfolist);
2747 }
2208 2748
2209 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2749 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2210 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2750 if (!VolumeDetectActive)
2751 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2211 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2752 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2212 2753
2213 if (startedColliders.Contains(0)) 2754 if (startedColliders.Contains(0))
2214 { 2755 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2215 if (m_lastColliders.Contains(0)) 2756 if (m_lastColliders.Contains(0))
2216 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2757 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2217 else
2218 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2219 }
2220 if (endedColliders.Contains(0)) 2758 if (endedColliders.Contains(0))
2221 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2759 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2222 } 2760 }
@@ -2239,9 +2777,9 @@ namespace OpenSim.Region.Framework.Scenes
2239 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2777 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2240 2778
2241 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2779 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2242 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2780 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2243 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2781 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2244 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2782 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2245 { 2783 {
2246 ParentGroup.AbsolutePosition = newpos; 2784 ParentGroup.AbsolutePosition = newpos;
2247 return; 2785 return;
@@ -2263,17 +2801,18 @@ namespace OpenSim.Region.Framework.Scenes
2263 //Trys to fetch sound id from prim's inventory. 2801 //Trys to fetch sound id from prim's inventory.
2264 //Prim's inventory doesn't support non script items yet 2802 //Prim's inventory doesn't support non script items yet
2265 2803
2266 lock (TaskInventory) 2804 TaskInventory.LockItemsForRead(true);
2805
2806 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2267 { 2807 {
2268 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2808 if (item.Value.Name == sound)
2269 { 2809 {
2270 if (item.Value.Name == sound) 2810 soundID = item.Value.ItemID;
2271 { 2811 break;
2272 soundID = item.Value.ItemID;
2273 break;
2274 }
2275 } 2812 }
2276 } 2813 }
2814
2815 TaskInventory.LockItemsForRead(false);
2277 } 2816 }
2278 2817
2279 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2818 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2396,6 +2935,19 @@ namespace OpenSim.Region.Framework.Scenes
2396 APIDTarget = Quaternion.Identity; 2935 APIDTarget = Quaternion.Identity;
2397 } 2936 }
2398 2937
2938
2939
2940 public void ScheduleFullUpdateIfNone()
2941 {
2942 if (ParentGroup == null)
2943 return;
2944
2945// ??? ParentGroup.HasGroupChanged = true;
2946
2947 if (UpdateFlag != UpdateRequired.FULL)
2948 ScheduleFullUpdate();
2949 }
2950
2399 /// <summary> 2951 /// <summary>
2400 /// Schedules this prim for a full update 2952 /// Schedules this prim for a full update
2401 /// </summary> 2953 /// </summary>
@@ -2597,8 +3149,8 @@ namespace OpenSim.Region.Framework.Scenes
2597 { 3149 {
2598 const float ROTATION_TOLERANCE = 0.01f; 3150 const float ROTATION_TOLERANCE = 0.01f;
2599 const float VELOCITY_TOLERANCE = 0.001f; 3151 const float VELOCITY_TOLERANCE = 0.001f;
2600 const float POSITION_TOLERANCE = 0.05f; 3152 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2601 const int TIME_MS_TOLERANCE = 3000; 3153 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2602 3154
2603 switch (UpdateFlag) 3155 switch (UpdateFlag)
2604 { 3156 {
@@ -2660,17 +3212,16 @@ namespace OpenSim.Region.Framework.Scenes
2660 if (!UUID.TryParse(sound, out soundID)) 3212 if (!UUID.TryParse(sound, out soundID))
2661 { 3213 {
2662 // search sound file from inventory 3214 // search sound file from inventory
2663 lock (TaskInventory) 3215 TaskInventory.LockItemsForRead(true);
3216 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2664 { 3217 {
2665 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3218 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2666 { 3219 {
2667 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3220 soundID = item.Value.ItemID;
2668 { 3221 break;
2669 soundID = item.Value.ItemID;
2670 break;
2671 }
2672 } 3222 }
2673 } 3223 }
3224 TaskInventory.LockItemsForRead(false);
2674 } 3225 }
2675 3226
2676 if (soundID == UUID.Zero) 3227 if (soundID == UUID.Zero)
@@ -2727,6 +3278,35 @@ namespace OpenSim.Region.Framework.Scenes
2727 } 3278 }
2728 } 3279 }
2729 3280
3281 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3282 {
3283 if (soundID == UUID.Zero)
3284 return;
3285
3286 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3287 if (soundModule == null)
3288 return;
3289
3290 if (volume > 1)
3291 volume = 1;
3292 if (volume < 0)
3293 volume = 0;
3294
3295 int now = Util.EnvironmentTickCount();
3296 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3297 return;
3298
3299 LastColSoundSentTime = now;
3300
3301 UUID ownerID = OwnerID;
3302 UUID objectID = ParentGroup.RootPart.UUID;
3303 UUID parentID = ParentGroup.UUID;
3304 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3305
3306 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3307 }
3308
3309
2730 /// <summary> 3310 /// <summary>
2731 /// Send a terse update to all clients 3311 /// Send a terse update to all clients
2732 /// </summary> 3312 /// </summary>
@@ -2755,10 +3335,13 @@ namespace OpenSim.Region.Framework.Scenes
2755 3335
2756 public void SetBuoyancy(float fvalue) 3336 public void SetBuoyancy(float fvalue)
2757 { 3337 {
2758 PhysicsActor pa = PhysActor; 3338 Buoyancy = fvalue;
2759 3339/*
2760 if (pa != null) 3340 if (PhysActor != null)
2761 pa.Buoyancy = fvalue; 3341 {
3342 PhysActor.Buoyancy = fvalue;
3343 }
3344 */
2762 } 3345 }
2763 3346
2764 public void SetDieAtEdge(bool p) 3347 public void SetDieAtEdge(bool p)
@@ -2774,47 +3357,111 @@ namespace OpenSim.Region.Framework.Scenes
2774 PhysicsActor pa = PhysActor; 3357 PhysicsActor pa = PhysActor;
2775 3358
2776 if (pa != null) 3359 if (pa != null)
2777 pa.FloatOnWater = floatYN == 1; 3360 pa.FloatOnWater = (floatYN == 1);
2778 } 3361 }
2779 3362
2780 public void SetForce(Vector3 force) 3363 public void SetForce(Vector3 force)
2781 { 3364 {
2782 PhysicsActor pa = PhysActor; 3365 Force = force;
3366 }
2783 3367
2784 if (pa != null) 3368 public SOPVehicle sopVehicle
2785 pa.Force = force; 3369 {
3370 get
3371 {
3372 return m_vehicle;
3373 }
3374 set
3375 {
3376 m_vehicle = value;
3377 }
3378 }
3379
3380
3381 public int VehicleType
3382 {
3383 get
3384 {
3385 if (m_vehicle == null)
3386 return (int)Vehicle.TYPE_NONE;
3387 else
3388 return (int)m_vehicle.Type;
3389 }
3390 set
3391 {
3392 SetVehicleType(value);
3393 }
2786 } 3394 }
2787 3395
2788 public void SetVehicleType(int type) 3396 public void SetVehicleType(int type)
2789 { 3397 {
2790 PhysicsActor pa = PhysActor; 3398 m_vehicle = null;
3399
3400 if (type == (int)Vehicle.TYPE_NONE)
3401 {
3402 if (_parentID ==0 && PhysActor != null)
3403 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3404 return;
3405 }
3406 m_vehicle = new SOPVehicle();
3407 m_vehicle.ProcessTypeChange((Vehicle)type);
3408 {
3409 if (_parentID ==0 && PhysActor != null)
3410 PhysActor.VehicleType = type;
3411 return;
3412 }
3413 }
2791 3414
2792 if (pa != null) 3415 public void SetVehicleFlags(int param, bool remove)
2793 pa.VehicleType = type; 3416 {
3417 if (m_vehicle == null)
3418 return;
3419
3420 m_vehicle.ProcessVehicleFlags(param, remove);
3421
3422 if (_parentID ==0 && PhysActor != null)
3423 {
3424 PhysActor.VehicleFlags(param, remove);
3425 }
2794 } 3426 }
2795 3427
2796 public void SetVehicleFloatParam(int param, float value) 3428 public void SetVehicleFloatParam(int param, float value)
2797 { 3429 {
2798 PhysicsActor pa = PhysActor; 3430 if (m_vehicle == null)
3431 return;
2799 3432
2800 if (pa != null) 3433 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
2801 pa.VehicleFloatParam(param, value); 3434
3435 if (_parentID == 0 && PhysActor != null)
3436 {
3437 PhysActor.VehicleFloatParam(param, value);
3438 }
2802 } 3439 }
2803 3440
2804 public void SetVehicleVectorParam(int param, Vector3 value) 3441 public void SetVehicleVectorParam(int param, Vector3 value)
2805 { 3442 {
2806 PhysicsActor pa = PhysActor; 3443 if (m_vehicle == null)
3444 return;
2807 3445
2808 if (pa != null) 3446 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
2809 pa.VehicleVectorParam(param, value); 3447
3448 if (_parentID == 0 && PhysActor != null)
3449 {
3450 PhysActor.VehicleVectorParam(param, value);
3451 }
2810 } 3452 }
2811 3453
2812 public void SetVehicleRotationParam(int param, Quaternion rotation) 3454 public void SetVehicleRotationParam(int param, Quaternion rotation)
2813 { 3455 {
2814 PhysicsActor pa = PhysActor; 3456 if (m_vehicle == null)
3457 return;
2815 3458
2816 if (pa != null) 3459 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
2817 pa.VehicleRotationParam(param, rotation); 3460
3461 if (_parentID == 0 && PhysActor != null)
3462 {
3463 PhysActor.VehicleRotationParam(param, rotation);
3464 }
2818 } 3465 }
2819 3466
2820 /// <summary> 3467 /// <summary>
@@ -2998,14 +3645,6 @@ namespace OpenSim.Region.Framework.Scenes
2998 hasProfileCut = hasDimple; // is it the same thing? 3645 hasProfileCut = hasDimple; // is it the same thing?
2999 } 3646 }
3000 3647
3001 public void SetVehicleFlags(int param, bool remove)
3002 {
3003 PhysicsActor pa = PhysActor;
3004
3005 if (pa != null)
3006 pa.VehicleFlags(param, remove);
3007 }
3008
3009 public void SetGroup(UUID groupID, IClientAPI client) 3648 public void SetGroup(UUID groupID, IClientAPI client)
3010 { 3649 {
3011 // Scene.AddNewPrims() calls with client == null so can't use this. 3650 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3109,68 +3748,18 @@ namespace OpenSim.Region.Framework.Scenes
3109 //ParentGroup.ScheduleGroupForFullUpdate(); 3748 //ParentGroup.ScheduleGroupForFullUpdate();
3110 } 3749 }
3111 3750
3112 public void StoreUndoState() 3751 public void StoreUndoState(ObjectChangeType change)
3113 { 3752 {
3114 StoreUndoState(false); 3753 if (m_UndoRedo == null)
3115 } 3754 m_UndoRedo = new UndoRedoState(5);
3116 3755
3117 public void StoreUndoState(bool forGroup) 3756 lock (m_UndoRedo)
3118 {
3119 if (!Undoing)
3120 { 3757 {
3121 if (!IgnoreUndoUpdate) 3758 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3122 { 3759 {
3123 if (ParentGroup != null) 3760 m_UndoRedo.StoreUndo(this, change);
3124 {
3125 lock (m_undo)
3126 {
3127 if (m_undo.Count > 0)
3128 {
3129 UndoState last = m_undo.Peek();
3130 if (last != null)
3131 {
3132 // TODO: May need to fix for group comparison
3133 if (last.Compare(this))
3134 {
3135 // m_log.DebugFormat(
3136 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3137 // Name, LocalId, m_undo.Count);
3138
3139 return;
3140 }
3141 }
3142 }
3143
3144 // m_log.DebugFormat(
3145 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3146 // Name, LocalId, forGroup, m_undo.Count);
3147
3148 if (ParentGroup.GetSceneMaxUndo() > 0)
3149 {
3150 UndoState nUndo = new UndoState(this, forGroup);
3151
3152 m_undo.Push(nUndo);
3153
3154 if (m_redo.Count > 0)
3155 m_redo.Clear();
3156
3157 // m_log.DebugFormat(
3158 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3159 // Name, LocalId, forGroup, m_undo.Count);
3160 }
3161 }
3162 }
3163 } 3761 }
3164// else
3165// {
3166// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3167// }
3168 } 3762 }
3169// else
3170// {
3171// m_log.DebugFormat(
3172// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3173// }
3174 } 3763 }
3175 3764
3176 /// <summary> 3765 /// <summary>
@@ -3180,84 +3769,46 @@ namespace OpenSim.Region.Framework.Scenes
3180 { 3769 {
3181 get 3770 get
3182 { 3771 {
3183 lock (m_undo) 3772 if (m_UndoRedo == null)
3184 return m_undo.Count; 3773 return 0;
3774 return m_UndoRedo.Count;
3185 } 3775 }
3186 } 3776 }
3187 3777
3188 public void Undo() 3778 public void Undo()
3189 { 3779 {
3190 lock (m_undo) 3780 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3191 { 3781 return;
3192// m_log.DebugFormat(
3193// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3194// Name, LocalId, m_undo.Count);
3195
3196 if (m_undo.Count > 0)
3197 {
3198 UndoState goback = m_undo.Pop();
3199
3200 if (goback != null)
3201 {
3202 UndoState nUndo = null;
3203
3204 if (ParentGroup.GetSceneMaxUndo() > 0)
3205 {
3206 nUndo = new UndoState(this, goback.ForGroup);
3207 }
3208
3209 goback.PlaybackState(this);
3210
3211 if (nUndo != null)
3212 m_redo.Push(nUndo);
3213 }
3214 }
3215 3782
3216// m_log.DebugFormat( 3783 lock (m_UndoRedo)
3217// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3784 {
3218// Name, LocalId, m_undo.Count); 3785 Undoing = true;
3786 m_UndoRedo.Undo(this);
3787 Undoing = false;
3219 } 3788 }
3220 } 3789 }
3221 3790
3222 public void Redo() 3791 public void Redo()
3223 { 3792 {
3224 lock (m_undo) 3793 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3794 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_redo.Count);
3229
3230 if (m_redo.Count > 0)
3231 {
3232 UndoState gofwd = m_redo.Pop();
3233
3234 if (gofwd != null)
3235 {
3236 if (ParentGroup.GetSceneMaxUndo() > 0)
3237 {
3238 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3239
3240 m_undo.Push(nUndo);
3241 }
3242
3243 gofwd.PlayfwdState(this);
3244 }
3245 3795
3246// m_log.DebugFormat( 3796 lock (m_UndoRedo)
3247// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3797 {
3248// Name, LocalId, m_redo.Count); 3798 Undoing = true;
3249 } 3799 m_UndoRedo.Redo(this);
3800 Undoing = false;
3250 } 3801 }
3251 } 3802 }
3252 3803
3253 public void ClearUndoState() 3804 public void ClearUndoState()
3254 { 3805 {
3255// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3806 if (m_UndoRedo == null || Undoing)
3807 return;
3256 3808
3257 lock (m_undo) 3809 lock (m_UndoRedo)
3258 { 3810 {
3259 m_undo.Clear(); 3811 m_UndoRedo.Clear();
3260 m_redo.Clear();
3261 } 3812 }
3262 } 3813 }
3263 3814
@@ -3887,6 +4438,27 @@ namespace OpenSim.Region.Framework.Scenes
3887 } 4438 }
3888 } 4439 }
3889 4440
4441
4442 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4443 {
4444 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4445 return;
4446
4447 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4448 {
4449 PhysicsShapeType = (byte)physdata.PhysShapeType;
4450
4451 }
4452
4453 if(Density != physdata.Density)
4454 Density = physdata.Density;
4455 if(GravityModifier != physdata.GravitationModifier)
4456 GravityModifier = physdata.GravitationModifier;
4457 if(Friction != physdata.Friction)
4458 Friction = physdata.Friction;
4459 if(Bounciness != physdata.Bounce)
4460 Bounciness = physdata.Bounce;
4461 }
3890 /// <summary> 4462 /// <summary>
3891 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4463 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3892 /// </summary> 4464 /// </summary>
@@ -3894,7 +4466,7 @@ namespace OpenSim.Region.Framework.Scenes
3894 /// <param name="SetTemporary"></param> 4466 /// <param name="SetTemporary"></param>
3895 /// <param name="SetPhantom"></param> 4467 /// <param name="SetPhantom"></param>
3896 /// <param name="SetVD"></param> 4468 /// <param name="SetVD"></param>
3897 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4469 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3898 { 4470 {
3899 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4471 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3900 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4472 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3904,237 +4476,230 @@ namespace OpenSim.Region.Framework.Scenes
3904 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4476 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3905 return; 4477 return;
3906 4478
3907 PhysicsActor pa = PhysActor; 4479 VolumeDetectActive = SetVD;
3908
3909 // Special cases for VD. VD can only be called from a script
3910 // and can't be combined with changes to other states. So we can rely
3911 // that...
3912 // ... if VD is changed, all others are not.
3913 // ... if one of the others is changed, VD is not.
3914 if (SetVD) // VD is active, special logic applies
3915 {
3916 // State machine logic for VolumeDetect
3917 // More logic below
3918 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3919
3920 if (phanReset) // Phantom changes from on to off switch VD off too
3921 {
3922 SetVD = false; // Switch it of for the course of this routine
3923 VolumeDetectActive = false; // and also permanently
3924
3925 if (pa != null)
3926 pa.SetVolumeDetect(0); // Let physics know about it too
3927 }
3928 else
3929 {
3930 // If volumedetect is active we don't want phantom to be applied.
3931 // If this is a new call to VD out of the state "phantom"
3932 // this will also cause the prim to be visible to physics
3933 SetPhantom = false;
3934 }
3935 }
3936 4480
3937 if (UsePhysics && IsJoint()) 4481 // volume detector implies phantom
3938 { 4482 if (VolumeDetectActive)
3939 SetPhantom = true; 4483 SetPhantom = true;
3940 }
3941 4484
3942 if (UsePhysics) 4485 if (UsePhysics)
3943 {
3944 AddFlag(PrimFlags.Physics); 4486 AddFlag(PrimFlags.Physics);
3945 if (!wasUsingPhysics)
3946 {
3947 DoPhysicsPropertyUpdate(UsePhysics, false);
3948
3949 if (!ParentGroup.IsDeleted)
3950 {
3951 if (LocalId == ParentGroup.RootPart.LocalId)
3952 {
3953 ParentGroup.CheckSculptAndLoad();
3954 }
3955 }
3956 }
3957 }
3958 else 4487 else
3959 {
3960 RemFlag(PrimFlags.Physics); 4488 RemFlag(PrimFlags.Physics);
3961 if (wasUsingPhysics)
3962 {
3963 DoPhysicsPropertyUpdate(UsePhysics, false);
3964 }
3965 }
3966 4489
3967 if (SetPhantom 4490 if (SetPhantom)
3968 || ParentGroup.IsAttachment
3969 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3970 {
3971 AddFlag(PrimFlags.Phantom); 4491 AddFlag(PrimFlags.Phantom);
3972 4492 else
3973 if (PhysActor != null)
3974 {
3975 RemoveFromPhysics();
3976 pa = null;
3977 }
3978 }
3979 else // Not phantom
3980 {
3981 RemFlag(PrimFlags.Phantom); 4493 RemFlag(PrimFlags.Phantom);
3982 4494
3983 if (ParentGroup.Scene == null) 4495 if (SetTemporary)
3984 return; 4496 AddFlag(PrimFlags.TemporaryOnRez);
4497 else
4498 RemFlag(PrimFlags.TemporaryOnRez);
3985 4499
3986 if (ParentGroup.Scene.CollidablePrims && pa == null)
3987 {
3988 pa = AddToPhysics(UsePhysics);
3989 4500
3990 if (pa != null) 4501 if (ParentGroup.Scene == null)
3991 { 4502 return;
3992 pa.SetMaterial(Material);
3993 DoPhysicsPropertyUpdate(UsePhysics, true);
3994
3995 if (!ParentGroup.IsDeleted)
3996 {
3997 if (LocalId == ParentGroup.RootPart.LocalId)
3998 {
3999 ParentGroup.CheckSculptAndLoad();
4000 }
4001 }
4002
4003 if (
4004 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4005 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4006 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4007 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4008 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4009 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4010 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4011 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4012 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4013 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4014 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4015 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4016 (CollisionSound != UUID.Zero)
4017 )
4018 {
4019 pa.OnCollisionUpdate += PhysicsCollision;
4020 pa.SubscribeEvents(1000);
4021 }
4022 }
4023 }
4024 else // it already has a physical representation
4025 {
4026 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4027 4503
4028 if (!ParentGroup.IsDeleted) 4504 PhysicsActor pa = PhysActor;
4029 {
4030 if (LocalId == ParentGroup.RootPart.LocalId)
4031 {
4032 ParentGroup.CheckSculptAndLoad();
4033 }
4034 }
4035 }
4036 }
4037 4505
4038 if (SetVD) 4506 if (pa != null && building && pa.Building != building)
4507 pa.Building = building;
4508
4509 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4510 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4039 { 4511 {
4040 // If the above logic worked (this is urgent candidate to unit tests!)
4041 // we now have a physicsactor.
4042 // Defensive programming calls for a check here.
4043 // Better would be throwing an exception that could be catched by a unit test as the internal
4044 // logic should make sure, this Physactor is always here.
4045 if (pa != null) 4512 if (pa != null)
4046 { 4513 {
4047 pa.SetVolumeDetect(1); 4514 ParentGroup.Scene.RemovePhysicalPrim(1);
4048 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4515 RemoveFromPhysics();
4049 VolumeDetectActive = true;
4050 } 4516 }
4517
4518 Velocity = new Vector3(0, 0, 0);
4519 Acceleration = new Vector3(0, 0, 0);
4520 if (ParentGroup.RootPart == this)
4521 AngularVelocity = new Vector3(0, 0, 0);
4051 } 4522 }
4052 else 4523 else
4053 { 4524 {
4054 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4525 if (ParentGroup.Scene.CollidablePrims)
4055 // (mumbles, well, at least if you have infinte CPU powers :-)) 4526 {
4056 if (pa != null) 4527 if (pa == null)
4057 pa.SetVolumeDetect(0); 4528 {
4529 AddToPhysics(UsePhysics, SetPhantom, building, false);
4530 pa = PhysActor;
4531 /*
4532 if (pa != null)
4533 {
4534 if (
4535 // ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4536 // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4537 // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4538 // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4539 // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4540 // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4541 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4542 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4543 (CollisionSound != UUID.Zero)
4544 )
4545 {
4546 pa.OnCollisionUpdate += PhysicsCollision;
4547 pa.SubscribeEvents(1000);
4548 }
4549 }
4550 */
4551 }
4552 else // it already has a physical representation
4553 {
4554 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4555 /* moved into DoPhysicsPropertyUpdate
4556 if(VolumeDetectActive)
4557 pa.SetVolumeDetect(1);
4558 else
4559 pa.SetVolumeDetect(0);
4560 */
4058 4561
4059 VolumeDetectActive = false;
4060 }
4061 4562
4062 if (SetTemporary) 4563 if (pa.Building != building)
4063 { 4564 pa.Building = building;
4064 AddFlag(PrimFlags.TemporaryOnRez); 4565 }
4065 } 4566
4066 else 4567 UpdatePhysicsSubscribedEvents();
4067 { 4568 }
4068 RemFlag(PrimFlags.TemporaryOnRez); 4569 }
4069 }
4070 4570
4071 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4571 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4072 4572
4573 // and last in case we have a new actor and not building
4574
4073 if (ParentGroup != null) 4575 if (ParentGroup != null)
4074 { 4576 {
4075 ParentGroup.HasGroupChanged = true; 4577 ParentGroup.HasGroupChanged = true;
4076 ScheduleFullUpdate(); 4578 ScheduleFullUpdate();
4077 } 4579 }
4078 4580
4079// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4581// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4080 } 4582 }
4081 4583
4082 /// <summary> 4584 /// <summary>
4083 /// Adds this part to the physics scene. 4585 /// Adds this part to the physics scene.
4586 /// and sets the PhysActor property
4084 /// </summary> 4587 /// </summary>
4085 /// <remarks>This method also sets the PhysActor property.</remarks> 4588 /// <param name="isPhysical">Add this prim as physical.</param>
4086 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4589 /// <param name="isPhantom">Add this prim as phantom.</param>
4087 /// <returns> 4590 /// <param name="building">tells physics to delay full construction of object</param>
4088 /// The physics actor. null if there was a failure. 4591 /// <param name="applyDynamics">applies velocities, force and torque</param>
4089 /// </returns> 4592 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4090 private PhysicsActor AddToPhysics(bool rigidBody) 4593 {
4091 {
4092 PhysicsActor pa; 4594 PhysicsActor pa;
4093 4595
4596 Vector3 velocity = Velocity;
4597 Vector3 rotationalVelocity = AngularVelocity;;
4598
4094 try 4599 try
4095 { 4600 {
4096 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4601 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4097 string.Format("{0}/{1}", Name, UUID), 4602 string.Format("{0}/{1}", Name, UUID),
4098 Shape, 4603 Shape,
4099 AbsolutePosition, 4604 AbsolutePosition,
4100 Scale, 4605 Scale,
4101 RotationOffset, 4606 GetWorldRotation(),
4102 rigidBody, 4607 isPhysical,
4103 m_localId); 4608 isPhantom,
4609 PhysicsShapeType,
4610 m_localId);
4104 } 4611 }
4105 catch 4612 catch (Exception ex)
4106 { 4613 {
4107 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4614 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4108 pa = null; 4615 pa = null;
4109 } 4616 }
4110 4617
4111 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4112 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4113 // being set.
4114 PhysActor = pa;
4115
4116 // Basic Physics can also return null as well as an exception catch.
4117 if (pa != null) 4618 if (pa != null)
4118 { 4619 {
4119 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4620 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4120 pa.SetMaterial(Material); 4621 pa.SetMaterial(Material);
4121 DoPhysicsPropertyUpdate(rigidBody, true); 4622
4623 if (VolumeDetectActive) // change if not the default only
4624 pa.SetVolumeDetect(1);
4625
4626 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4627 m_vehicle.SetVehicle(pa);
4628
4629 // we are going to tell rest of code about physics so better have this here
4630 PhysActor = pa;
4631
4632 // DoPhysicsPropertyUpdate(isPhysical, true);
4633 // lets expand it here just with what it really needs to do
4634
4635 if (isPhysical)
4636 {
4637 if (ParentGroup.RootPart.KeyframeMotion != null)
4638 ParentGroup.RootPart.KeyframeMotion.Stop();
4639 ParentGroup.RootPart.KeyframeMotion = null;
4640 ParentGroup.Scene.AddPhysicalPrim(1);
4641
4642 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4643 pa.OnOutOfBounds += PhysicsOutOfBounds;
4644
4645 if (ParentID != 0 && ParentID != LocalId)
4646 {
4647 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4648
4649 if (parentPa != null)
4650 {
4651 pa.link(parentPa);
4652 }
4653 }
4654 }
4655
4656 if (applyDynamics)
4657 // do independent of isphysical so parameters get setted (at least some)
4658 {
4659 Velocity = velocity;
4660 AngularVelocity = rotationalVelocity;
4661// pa.Velocity = velocity;
4662 pa.RotationalVelocity = rotationalVelocity;
4663
4664 // if not vehicle and root part apply force and torque
4665 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4666 && LocalId == ParentGroup.RootPart.LocalId)
4667 {
4668 pa.Force = Force;
4669 pa.Torque = Torque;
4670 }
4671 }
4672
4673 if (Shape.SculptEntry)
4674 CheckSculptAndLoad();
4675 else
4676 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4677
4678 if (!building)
4679 pa.Building = false;
4122 } 4680 }
4123 4681
4124 return pa; 4682 PhysActor = pa;
4125 } 4683 }
4126 4684
4127 /// <summary> 4685 /// <summary>
4128 /// This removes the part from the physics scene. 4686 /// This removes the part from the physics scene.
4129 /// </summary> 4687 /// </summary>
4130 /// <remarks> 4688 /// <remarks>
4131 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4689 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4132 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4690 /// representation for collision detection.
4133 /// phantom.
4134 /// </remarks> 4691 /// </remarks>
4135 public void RemoveFromPhysics() 4692 public void RemoveFromPhysics()
4136 { 4693 {
4137 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4694 PhysicsActor pa = PhysActor;
4695 if (pa != null)
4696 {
4697 pa.OnCollisionUpdate -= PhysicsCollision;
4698 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4699 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4700
4701 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4702 }
4138 PhysActor = null; 4703 PhysActor = null;
4139 } 4704 }
4140 4705
@@ -4294,6 +4859,44 @@ namespace OpenSim.Region.Framework.Scenes
4294 ScheduleFullUpdate(); 4859 ScheduleFullUpdate();
4295 } 4860 }
4296 4861
4862
4863 private void UpdatePhysicsSubscribedEvents()
4864 {
4865 PhysicsActor pa = PhysActor;
4866 if (pa == null)
4867 return;
4868
4869 pa.OnCollisionUpdate -= PhysicsCollision;
4870
4871 bool hassound = (CollisionSoundType >= 0 && !VolumeDetectActive);
4872
4873 scriptEvents CombinedEvents = AggregateScriptEvents;
4874
4875 // merge with root part
4876 if (ParentGroup != null && ParentGroup.RootPart != null)
4877 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4878
4879 // submit to this part case
4880 if (VolumeDetectActive)
4881 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4882 else if ((Flags & PrimFlags.Phantom) != 0)
4883 CombinedEvents &= PhyscicsPhantonSubsEvents;
4884 else
4885 CombinedEvents &= PhysicsNeededSubsEvents;
4886
4887 if (hassound || CombinedEvents != 0)
4888 {
4889 // subscribe to physics updates.
4890 pa.OnCollisionUpdate += PhysicsCollision;
4891 pa.SubscribeEvents(50); // 20 reports per second
4892 }
4893 else
4894 {
4895 pa.UnSubscribeEvents();
4896 }
4897 }
4898
4899
4297 public void aggregateScriptEvents() 4900 public void aggregateScriptEvents()
4298 { 4901 {
4299 if (ParentGroup == null || ParentGroup.RootPart == null) 4902 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4330,40 +4933,32 @@ namespace OpenSim.Region.Framework.Scenes
4330 { 4933 {
4331 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 4934 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4332 } 4935 }
4333 4936/*
4334 PhysicsActor pa = PhysActor; 4937 PhysicsActor pa = PhysActor;
4335 4938 if (pa != null)
4336 if (
4337 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4339 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4349 (CollisionSound != UUID.Zero)
4350 )
4351 { 4939 {
4352 // subscribe to physics updates. 4940 if (
4353 if (pa != null) 4941// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4942// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4943// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4944// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4945// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4946// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4947 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4948 )
4354 { 4949 {
4950 // subscribe to physics updates.
4355 pa.OnCollisionUpdate += PhysicsCollision; 4951 pa.OnCollisionUpdate += PhysicsCollision;
4356 pa.SubscribeEvents(1000); 4952 pa.SubscribeEvents(1000);
4357 } 4953 }
4358 } 4954 else
4359 else
4360 {
4361 if (pa != null)
4362 { 4955 {
4363 pa.UnSubscribeEvents(); 4956 pa.UnSubscribeEvents();
4364 pa.OnCollisionUpdate -= PhysicsCollision; 4957 pa.OnCollisionUpdate -= PhysicsCollision;
4365 } 4958 }
4366 } 4959 }
4960 */
4961 UpdatePhysicsSubscribedEvents();
4367 4962
4368 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4963 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4369 //{ 4964 //{
@@ -4491,5 +5086,17 @@ namespace OpenSim.Region.Framework.Scenes
4491 Color color = Color; 5086 Color color = Color;
4492 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5087 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4493 } 5088 }
5089
5090 public void ResetOwnerChangeFlag()
5091 {
5092 List<UUID> inv = Inventory.GetInventoryList();
5093
5094 foreach (UUID itemID in inv)
5095 {
5096 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5097 item.OwnerChanged = false;
5098 Inventory.UpdateInventoryItem(item, false, false);
5099 }
5100 }
4494 } 5101 }
4495} 5102}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 8810903..81477e7 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>
@@ -163,17 +176,14 @@ 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 List<TaskInventoryItem> items = GetInventoryItems();
167 { 180
168 if (0 == Items.Count) 181 if (items.Count == 0)
169 { 182 return;
170 return;
171 }
172 }
173 183
184 m_items.LockItemsForWrite(true);
174 HasInventoryChanged = true; 185 HasInventoryChanged = true;
175 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
176 List<TaskInventoryItem> items = GetInventoryItems();
177 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
178 { 188 {
179 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -184,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 195 item.OwnerChanged = true;
186 } 196 }
197 m_items.LockItemsForWrite(false);
187 } 198 }
188 199
189 /// <summary> 200 /// <summary>
@@ -192,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
194 { 205 {
195 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
196 { 208 {
197 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
198 { 210 return;
199 return;
200 }
201 } 211 }
202 212
203 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +219,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
210 } 220 }
211 221
212 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
214 { 224 {
215 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
216 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
217 } 229 }
230 m_items.LockItemsForWrite(false);
231 }
232
233 private void QueryScriptStates()
234 {
235 if (m_part == null || m_part.ParentGroup == null)
236 return;
237
238 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
239 if (engines == null) // No engine at all
240 return;
241
242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
244 {
245 if (item.InvType == (int)InventoryType.LSL)
246 {
247 foreach (IScriptModule e in engines)
248 {
249 bool running;
250
251 if (e.HasScript(item.ItemID, out running))
252 {
253 item.ScriptRunning = running;
254 break;
255 }
256 }
257 }
258 }
259
260 Items.LockItemsForRead(false);
218 } 261 }
219 262
220 /// <summary> 263 /// <summary>
@@ -257,7 +300,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 300 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 301 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 302 foreach (TaskInventoryItem item in scripts)
303 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 304 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
305 m_part.RemoveScriptEvents(item.ItemID);
306 }
261 } 307 }
262 308
263 /// <summary> 309 /// <summary>
@@ -271,7 +317,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 317// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 318
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 319 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
320 {
321 StoreScriptError(item.ItemID, "no permission");
274 return; 322 return;
323 }
275 324
276 m_part.AddFlag(PrimFlags.Scripted); 325 m_part.AddFlag(PrimFlags.Scripted);
277 326
@@ -280,14 +329,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 329 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 330 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 331 {
283 lock (m_items) 332 m_items.LockItemsForWrite(true);
284 { 333 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 334 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 335 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 336 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 337 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
338 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 339 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 340 m_part.ScheduleFullUpdate();
293 return; 341 return;
@@ -296,6 +344,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 344 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 345 if (null == asset)
298 { 346 {
347 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
348 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 349 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 350 "[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, 351 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +356,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 356 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 357 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 358
309 lock (m_items) 359 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 }
315 360
361 m_items[item.ItemID].OldItemID = item.OldItemID;
362 m_items[item.ItemID].PermsMask = 0;
363 m_items[item.ItemID].PermsGranter = UUID.Zero;
364
365 m_items.LockItemsForWrite(false);
366
316 string script = Utils.BytesToString(asset.Data); 367 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 368 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 369 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
370 StoreScriptErrors(item.ItemID, null);
371 if (!item.ScriptRunning)
372 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
373 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 374 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 375 m_part.ScheduleFullUpdate();
321 } 376 }
@@ -386,20 +441,146 @@ namespace OpenSim.Region.Framework.Scenes
386 441
387 /// <summary> 442 /// <summary>
388 /// Start a script which is in this prim's inventory. 443 /// Start a script which is in this prim's inventory.
444 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 445 /// </summary>
390 /// <param name="itemId"> 446 /// <param name="itemId">
391 /// A <see cref="UUID"/> 447 /// A <see cref="UUID"/>
392 /// </param> 448 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 449 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 450 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 451 lock (m_scriptErrors)
396 if (item != null) 452 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 453 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
454 m_scriptErrors.Remove(itemId);
455 }
456 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
457 }
458
459 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
460 {
461 m_items.LockItemsForRead(true);
462 if (m_items.ContainsKey(itemId))
463 {
464 if (m_items.ContainsKey(itemId))
465 {
466 m_items.LockItemsForRead(false);
467 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
468 }
469 else
470 {
471 m_items.LockItemsForRead(false);
472 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
473 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
474 StoreScriptError(itemId, msg);
475 m_log.ErrorFormat(
476 "[PRIM INVENTORY]: " +
477 "Couldn't start script with ID {0} since it {1}", itemId, msg);
478 }
479 }
398 else 480 else
481 {
482 m_items.LockItemsForRead(false);
483 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
484 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 485 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}", 486 "[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, 487 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 488 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
489 }
490
491 }
492
493 /// <summary>
494 /// Start a script which is in this prim's inventory and return any compilation error messages.
495 /// </summary>
496 /// <param name="itemId">
497 /// A <see cref="UUID"/>
498 /// </param>
499 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
500 {
501 ArrayList errors;
502
503 // Indicate to CreateScriptInstanceInternal() we want it to
504 // post any compilation/loading error messages
505 lock (m_scriptErrors)
506 {
507 m_scriptErrors[itemId] = null;
508 }
509
510 // Perform compilation/loading
511 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
512
513 // Wait for and retrieve any errors
514 lock (m_scriptErrors)
515 {
516 while ((errors = m_scriptErrors[itemId]) == null)
517 {
518 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
519 {
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "timedout waiting for script {0} errors", itemId);
523 errors = m_scriptErrors[itemId];
524 if (errors == null)
525 {
526 errors = new ArrayList(1);
527 errors.Add("timedout waiting for errors");
528 }
529 break;
530 }
531 }
532 m_scriptErrors.Remove(itemId);
533 }
534 return errors;
535 }
536
537 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
538 private void StoreScriptErrors(UUID itemId, ArrayList errors)
539 {
540 lock (m_scriptErrors)
541 {
542 // If compilation/loading initiated via CreateScriptInstance(),
543 // it does not want the errors, so just get out
544 if (!m_scriptErrors.ContainsKey(itemId))
545 {
546 return;
547 }
548
549 // Initiated via CreateScriptInstanceEr(), if we know what the
550 // errors are, save them and wake CreateScriptInstanceEr().
551 if (errors != null)
552 {
553 m_scriptErrors[itemId] = errors;
554 System.Threading.Monitor.PulseAll(m_scriptErrors);
555 return;
556 }
557 }
558
559 // Initiated via CreateScriptInstanceEr() but we don't know what
560 // the errors are yet, so retrieve them from the script engine.
561 // This may involve some waiting internal to GetScriptErrors().
562 errors = GetScriptErrors(itemId);
563
564 // Get a default non-null value to indicate success.
565 if (errors == null)
566 {
567 errors = new ArrayList();
568 }
569
570 // Post to CreateScriptInstanceEr() and wake it up
571 lock (m_scriptErrors)
572 {
573 m_scriptErrors[itemId] = errors;
574 System.Threading.Monitor.PulseAll(m_scriptErrors);
575 }
576 }
577
578 // Like StoreScriptErrors(), but just posts a single string message
579 private void StoreScriptError(UUID itemId, string message)
580 {
581 ArrayList errors = new ArrayList(1);
582 errors.Add(message);
583 StoreScriptErrors(itemId, errors);
403 } 584 }
404 585
405 /// <summary> 586 /// <summary>
@@ -412,15 +593,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 593 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 594 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 595 {
415 bool scriptPresent = false; 596 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 { 597 {
425 if (!sceneObjectBeingDeleted) 598 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 599 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +618,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 618 /// <returns></returns>
446 private bool InventoryContainsName(string name) 619 private bool InventoryContainsName(string name)
447 { 620 {
448 lock (m_items) 621 m_items.LockItemsForRead(true);
622 foreach (TaskInventoryItem item in m_items.Values)
449 { 623 {
450 foreach (TaskInventoryItem item in m_items.Values) 624 if (item.Name == name)
451 { 625 {
452 if (item.Name == name) 626 m_items.LockItemsForRead(false);
453 return true; 627 return true;
454 } 628 }
455 } 629 }
630 m_items.LockItemsForRead(false);
456 return false; 631 return false;
457 } 632 }
458 633
@@ -494,8 +669,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 669 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 670 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 671 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 672 m_items.LockItemsForRead(true);
498 673 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
674 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 675 foreach (TaskInventoryItem i in il)
500 { 676 {
501 if (i.Name == item.Name) 677 if (i.Name == item.Name)
@@ -533,14 +709,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 709 item.Name = name;
534 item.GroupID = m_part.GroupID; 710 item.GroupID = m_part.GroupID;
535 711
536 lock (m_items) 712 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 713 m_items.Add(item.ItemID, item);
538 714 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 715 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 716 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 717 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 718 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 719
544 m_inventorySerial++; 720 m_inventorySerial++;
545 //m_inventorySerial += 2; 721 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 722 HasInventoryChanged = true;
@@ -556,15 +732,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 732 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 733 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 734 {
559 lock (m_items) 735 m_items.LockItemsForWrite(true);
736 foreach (TaskInventoryItem item in items)
560 { 737 {
561 foreach (TaskInventoryItem item in items) 738 m_items.Add(item.ItemID, item);
562 { 739// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 740 }
741 m_items.LockItemsForWrite(false);
742
743 m_inventorySerial++;
568 } 744 }
569 745
570 /// <summary> 746 /// <summary>
@@ -575,23 +751,24 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 751 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 752 {
577 TaskInventoryItem item; 753 TaskInventoryItem item;
578 754 m_items.LockItemsForRead(true);
579 lock (m_items) 755 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 756 m_items.LockItemsForRead(false);
581
582 return item; 757 return item;
583 } 758 }
584 759
585 public TaskInventoryItem GetInventoryItem(string name) 760 public TaskInventoryItem GetInventoryItem(string name)
586 { 761 {
587 lock (m_items) 762 m_items.LockItemsForRead(true);
763 foreach (TaskInventoryItem item in m_items.Values)
588 { 764 {
589 foreach (TaskInventoryItem item in m_items.Values) 765 if (item.Name == name)
590 { 766 {
591 if (item.Name == name) 767 m_items.LockItemsForRead(false);
592 return item; 768 return item;
593 } 769 }
594 } 770 }
771 m_items.LockItemsForRead(false);
595 772
596 return null; 773 return null;
597 } 774 }
@@ -600,15 +777,16 @@ namespace OpenSim.Region.Framework.Scenes
600 { 777 {
601 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 778 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
602 779
603 lock (m_items) 780 m_items.LockItemsForRead(true);
781
782 foreach (TaskInventoryItem item in m_items.Values)
604 { 783 {
605 foreach (TaskInventoryItem item in m_items.Values) 784 if (item.Name == name)
606 { 785 items.Add(item);
607 if (item.Name == name)
608 items.Add(item);
609 }
610 } 786 }
611 787
788 m_items.LockItemsForRead(false);
789
612 return items; 790 return items;
613 } 791 }
614 792
@@ -627,6 +805,10 @@ namespace OpenSim.Region.Framework.Scenes
627 string xmlData = Utils.BytesToString(rezAsset.Data); 805 string xmlData = Utils.BytesToString(rezAsset.Data);
628 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 806 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
629 807
808 group.RootPart.AttachPoint = group.RootPart.Shape.State;
809 group.RootPart.AttachOffset = group.AbsolutePosition;
810 group.RootPart.AttachRotation = group.GroupRotation;
811
630 group.ResetIDs(); 812 group.ResetIDs();
631 813
632 SceneObjectPart rootPart = group.GetPart(group.UUID); 814 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -701,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
701 883
702 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
703 { 885 {
704 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
705 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
706 { 889 {
707// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
708 891
@@ -715,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
715 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
716 899
717 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
718 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
719 902
720 lock (m_items) 903 m_items[item.ItemID] = item;
721 { 904 m_inventorySerial++;
722 m_items[item.ItemID] = item;
723 m_inventorySerial++;
724 }
725
726 if (fireScriptEvents) 905 if (fireScriptEvents)
727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
728 907
@@ -731,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
731 HasInventoryChanged = true; 910 HasInventoryChanged = true;
732 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
733 } 912 }
734 913 m_items.LockItemsForWrite(false);
735 return true; 914 return true;
736 } 915 }
737 else 916 else
@@ -742,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
742 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
743 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
744 } 923 }
745 return false; 924 m_items.LockItemsForWrite(false);
746 925
926 return false;
747 } 927 }
748 928
749 /// <summary> 929 /// <summary>
@@ -754,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
754 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
755 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
756 { 936 {
757 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
758 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
759 { 940 {
760 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
761 if (type == 10) // Script 943 if (type == 10) // Script
762 { 944 {
763 m_part.RemoveScriptEvents(itemID);
764 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
765 } 946 }
947 m_items.LockItemsForWrite(true);
766 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
767 m_inventorySerial++; 950 m_inventorySerial++;
768 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
769 952
770 HasInventoryChanged = true; 953 HasInventoryChanged = true;
771 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
772 955
773 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
774 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
775 972
776 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
777 974
778 return type; 975 return type;
779
780 } 976 }
781 else 977 else
782 { 978 {
979 m_items.LockItemsForRead(false);
783 m_log.ErrorFormat( 980 m_log.ErrorFormat(
784 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
785 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
786 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
787 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
788 } 984 }
789 985
790 return -1; 986 return -1;
791 } 987 }
792 988
793 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
794 { 990 {
795// m_log.DebugFormat( 991// m_log.DebugFormat(
796// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -799,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
799 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
800 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
801 { 997 {
802 // Something changed, we need to create a new file
803 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
804 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
805 1000
806 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
807 1006
808 lock (m_items) 1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
1032
1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
809 { 1043 {
810 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
811 { 1045 m_inventoryFileData);
812// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
813// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
814// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
815 1048
816 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
817 uint everyoneMask = 0; 1050 return;
818 uint baseMask = item.BasePermissions; 1051 }
819 uint ownerMask = item.CurrentPermissions; 1052 }
820 uint groupMask = item.GroupPermissions;
821 1053
822 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
823 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 1055
826 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
827 1063
828 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
829 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
830 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
831 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
832 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
833 1067
834 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
835 invString.AddNameValueLine("owner_id", ownerID.ToString());
836 1069
837 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
838 1075
839 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
840 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
841 1078
842 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
843 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
844 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
845 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1080
847 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
848 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
849 invString.AddNameValueLine("sale_price", "0");
850 invString.AddSectionEnd();
851 1083
852 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
853 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
854 1091
855 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
856 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
857 } 1094 invString.AddNameValueLine("sale_price", "0");
858 } 1095 invString.AddSectionEnd();
859 1096
860 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
861 1099
862 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
863 } 1102 }
864 1103
865 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
866 return false;
867 }
868
869 /// <summary>
870 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
871 /// </summary>
872 /// <param name="xferManager"></param>
873 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
874 {
875 lock (m_items)
876 {
877 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
878 // a new script if any previous deletion has left the prim inventory empty.
879 if (m_items.Count == 0) // No inventory
880 {
881// m_log.DebugFormat(
882// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
883// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
884 1105
885 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
886 return;
887 }
888 1107
889 CreateInventoryFile(); 1108 if (m_inventoryFileData.Length > 2)
890 1109 {
891 // In principle, we should only do the rest if the inventory changed; 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
892 // by sending m_inventorySerial to the client, it ought to know 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
893 // that nothing changed and that it doesn't need to request the file. 1112 Util.StringToBytes256(m_inventoryFileName));
894 // Unfortunately, it doesn't look like the client optimizes this; 1113 return;
895 // the client seems to always come back and request the Xfer,
896 // no matter what value m_inventorySerial has.
897 // FIXME: Could probably be > 0 here rather than > 2
898 if (m_inventoryFileData.Length > 2)
899 {
900 // Add the file for Xfer
901 // m_log.DebugFormat(
902 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
903 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
904
905 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
906 }
907
908 // Tell the client we're ready to Xfer the file
909 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
910 Util.StringToBytes256(m_inventoryFileName));
911 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
912 } 1117 }
913 1118
914 /// <summary> 1119 /// <summary>
@@ -917,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
917 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
918 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
919 { 1124 {
920 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
921 { 1126// child prim from the database and the subsequent storing of the prim sees
922 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
923 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
924 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
925 1135
926 } 1136 HasInventoryChanged = false;
1137// }
927 } 1138 }
928 1139
929 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -989,87 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
989 { 1200 {
990 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
991 1202
992 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
993 { 1204 {
994 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
995 { 1213 {
996 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
997 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
998 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
999 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
1000 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1001 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
1002
1003 if (item.InvType != (int)InventoryType.Object)
1004 {
1005 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1006 mask &= ~((uint)PermissionMask.Copy >> 13);
1007 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1008 mask &= ~((uint)PermissionMask.Transfer >> 13);
1009 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1010 mask &= ~((uint)PermissionMask.Modify >> 13);
1011 }
1012 else
1013 {
1014 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1015 mask &= ~((uint)PermissionMask.Copy >> 13);
1016 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1017 mask &= ~((uint)PermissionMask.Transfer >> 13);
1018 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1019 mask &= ~((uint)PermissionMask.Modify >> 13);
1020 }
1021
1022 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1023 mask &= ~(uint)PermissionMask.Copy;
1024 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1025 mask &= ~(uint)PermissionMask.Transfer;
1026 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1027 mask &= ~(uint)PermissionMask.Modify;
1028 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1029 } 1228 }
1030
1031 return mask; 1229 return mask;
1032 } 1230 }
1033 1231
1034 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1035 { 1233 {
1036 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1037 { 1235 {
1038 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1039 { 1237 {
1040// m_log.DebugFormat ( 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1041// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1042// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1043 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1044 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1045 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1046 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1047 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1048 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1049 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1050 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1051 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1052 }
1053
1054 item.CurrentPermissions &= item.NextPermissions;
1055 item.BasePermissions &= item.NextPermissions;
1056 item.EveryonePermissions &= item.NextPermissions;
1057 item.OwnerChanged = true;
1058 item.PermsMask = 0;
1059 item.PermsGranter = UUID.Zero;
1060 } 1244 }
1245 item.CurrentPermissions &= item.NextPermissions;
1246 item.BasePermissions &= item.NextPermissions;
1247 item.EveryonePermissions &= item.NextPermissions;
1248 item.OwnerChanged = true;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1061 } 1251 }
1062 } 1252 }
1063 1253
1064 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1065 { 1255 {
1066 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1067 { 1257 {
1068 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1069 { 1259 item.BasePermissions = perms;
1070 item.CurrentPermissions = perms;
1071 item.BasePermissions = perms;
1072 }
1073 } 1260 }
1074 1261
1075 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1082,14 +1269,11 @@ namespace OpenSim.Region.Framework.Scenes
1082 /// <returns></returns> 1269 /// <returns></returns>
1083 public bool ContainsScripts() 1270 public bool ContainsScripts()
1084 { 1271 {
1085 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1273 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1088 { 1275 {
1089 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1090 {
1091 return true;
1092 }
1093 } 1277 }
1094 } 1278 }
1095 1279
@@ -1103,17 +1287,15 @@ namespace OpenSim.Region.Framework.Scenes
1103 public int ScriptCount() 1287 public int ScriptCount()
1104 { 1288 {
1105 int count = 0; 1289 int count = 0;
1106 lock (m_items) 1290 Items.LockItemsForRead(true);
1291 foreach (TaskInventoryItem item in m_items.Values)
1107 { 1292 {
1108 foreach (TaskInventoryItem item in m_items.Values) 1293 if (item.InvType == (int)InventoryType.LSL)
1109 { 1294 {
1110 if (item.InvType == (int)InventoryType.LSL) 1295 count++;
1111 {
1112 count++;
1113 }
1114 } 1296 }
1115 } 1297 }
1116 1298 Items.LockItemsForRead(false);
1117 return count; 1299 return count;
1118 } 1300 }
1119 /// <summary> 1301 /// <summary>
@@ -1149,11 +1331,8 @@ namespace OpenSim.Region.Framework.Scenes
1149 { 1331 {
1150 List<UUID> ret = new List<UUID>(); 1332 List<UUID> ret = new List<UUID>();
1151 1333
1152 lock (m_items) 1334 foreach (TaskInventoryItem item in m_items.Values)
1153 { 1335 ret.Add(item.ItemID);
1154 foreach (TaskInventoryItem item in m_items.Values)
1155 ret.Add(item.ItemID);
1156 }
1157 1336
1158 return ret; 1337 return ret;
1159 } 1338 }
@@ -1162,8 +1341,9 @@ namespace OpenSim.Region.Framework.Scenes
1162 { 1341 {
1163 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1342 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1164 1343
1165 lock (m_items) 1344 Items.LockItemsForRead(true);
1166 ret = new List<TaskInventoryItem>(m_items.Values); 1345 ret = new List<TaskInventoryItem>(m_items.Values);
1346 Items.LockItemsForRead(false);
1167 1347
1168 return ret; 1348 return ret;
1169 } 1349 }
@@ -1172,18 +1352,24 @@ namespace OpenSim.Region.Framework.Scenes
1172 { 1352 {
1173 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1353 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1174 1354
1175 lock (m_items) 1355 Items.LockItemsForRead(true);
1176 { 1356
1177 foreach (TaskInventoryItem item in m_items.Values) 1357 foreach (TaskInventoryItem item in m_items.Values)
1178 if (item.InvType == (int)type) 1358 if (item.InvType == (int)type)
1179 ret.Add(item); 1359 ret.Add(item);
1180 } 1360
1361 Items.LockItemsForRead(false);
1181 1362
1182 return ret; 1363 return ret;
1183 } 1364 }
1184 1365
1185 public Dictionary<UUID, string> GetScriptStates() 1366 public Dictionary<UUID, string> GetScriptStates()
1186 { 1367 {
1368 return GetScriptStates(false);
1369 }
1370
1371 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1372 {
1187 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1373 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1188 1374
1189 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1375 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1205,14 +1391,21 @@ namespace OpenSim.Region.Framework.Scenes
1205 string n = e.GetXMLState(item.ItemID); 1391 string n = e.GetXMLState(item.ItemID);
1206 if (n != String.Empty) 1392 if (n != String.Empty)
1207 { 1393 {
1208 if (!ret.ContainsKey(item.ItemID)) 1394 if (oldIDs)
1209 ret[item.ItemID] = n; 1395 {
1396 if (!ret.ContainsKey(item.OldItemID))
1397 ret[item.OldItemID] = n;
1398 }
1399 else
1400 {
1401 if (!ret.ContainsKey(item.ItemID))
1402 ret[item.ItemID] = n;
1403 }
1210 break; 1404 break;
1211 } 1405 }
1212 } 1406 }
1213 } 1407 }
1214 } 1408 }
1215
1216 return ret; 1409 return ret;
1217 } 1410 }
1218 1411
@@ -1245,4 +1438,4 @@ namespace OpenSim.Region.Framework.Scenes
1245 } 1438 }
1246 } 1439 }
1247 } 1440 }
1248} \ No newline at end of file 1441}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3909fd4..310e21a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 597 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
582 /// </summary> 598 /// </summary>
@@ -737,6 +753,33 @@ namespace OpenSim.Region.Framework.Scenes
737 Appearance = appearance; 753 Appearance = appearance;
738 } 754 }
739 755
756 private void RegionHeartbeatEnd(Scene scene)
757 {
758 if (IsChildAgent)
759 return;
760
761 m_movementAnimationUpdateCounter ++;
762 if (m_movementAnimationUpdateCounter >= 2)
763 {
764 m_movementAnimationUpdateCounter = 0;
765 if (Animator != null)
766 {
767 // If the parentID == 0 we are not sitting
768 // if !SitGournd then we are not sitting on the ground
769 // Fairly straightforward, now here comes the twist
770 // if ParentUUID is NOT UUID.Zero, we are looking to
771 // be sat on an object that isn't there yet. Should
772 // be treated as if sat.
773 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
774 Animator.UpdateMovementAnimations();
775 }
776 else
777 {
778 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
779 }
780 }
781 }
782
740 public void RegisterToEvents() 783 public void RegisterToEvents()
741 { 784 {
742 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 785 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -746,6 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
746 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 789 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
747 ControllingClient.OnStartAnim += HandleStartAnim; 790 ControllingClient.OnStartAnim += HandleStartAnim;
748 ControllingClient.OnStopAnim += HandleStopAnim; 791 ControllingClient.OnStopAnim += HandleStopAnim;
792 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
749 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 793 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
750 ControllingClient.OnAutoPilotGo += MoveToTarget; 794 ControllingClient.OnAutoPilotGo += MoveToTarget;
751 795
@@ -806,10 +850,38 @@ namespace OpenSim.Region.Framework.Scenes
806 "[SCENE]: Upgrading child to root agent for {0} in {1}", 850 "[SCENE]: Upgrading child to root agent for {0} in {1}",
807 Name, m_scene.RegionInfo.RegionName); 851 Name, m_scene.RegionInfo.RegionName);
808 852
809 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
810
811 bool wasChild = IsChildAgent; 853 bool wasChild = IsChildAgent;
812 IsChildAgent = false; 854
855 if (ParentUUID != UUID.Zero)
856 {
857 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
858 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
859 if (part == null)
860 {
861 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
862 }
863 else
864 {
865 part.ParentGroup.AddAvatar(UUID);
866 if (part.SitTargetPosition != Vector3.Zero)
867 part.SitTargetAvatar = UUID;
868 ParentPosition = part.GetWorldPosition();
869 ParentID = part.LocalId;
870 ParentPart = part;
871 m_pos = m_prevSitOffset;
872 pos = ParentPosition;
873 }
874 ParentUUID = UUID.Zero;
875
876 IsChildAgent = false;
877
878// Animator.TrySetMovementAnimation("SIT");
879 }
880 else
881 {
882 IsChildAgent = false;
883 }
884
813 885
814 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 886 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
815 if (gm != null) 887 if (gm != null)
@@ -819,62 +891,72 @@ namespace OpenSim.Region.Framework.Scenes
819 891
820 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 892 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
821 893
822 // Moved this from SendInitialData to ensure that Appearance is initialized 894 if (ParentID == 0)
823 // before the inventory is processed in MakeRootAgent. This fixes a race condition
824 // related to the handling of attachments
825 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
826 if (m_scene.TestBorderCross(pos, Cardinals.E))
827 { 895 {
828 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 896 // Moved this from SendInitialData to ensure that Appearance is initialized
829 pos.X = crossedBorder.BorderLine.Z - 1; 897 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 } 898 // related to the handling of attachments
899 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
900 if (m_scene.TestBorderCross(pos, Cardinals.E))
901 {
902 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
903 pos.X = crossedBorder.BorderLine.Z - 1;
904 }
831 905
832 if (m_scene.TestBorderCross(pos, Cardinals.N)) 906 if (m_scene.TestBorderCross(pos, Cardinals.N))
833 { 907 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 908 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
835 pos.Y = crossedBorder.BorderLine.Z - 1; 909 pos.Y = crossedBorder.BorderLine.Z - 1;
836 } 910 }
837 911
838 CheckAndAdjustLandingPoint(ref pos); 912 CheckAndAdjustLandingPoint(ref pos);
839 913
840 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 914 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
841 { 915 {
842 m_log.WarnFormat( 916 m_log.WarnFormat(
843 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 917 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
844 pos, Name, UUID); 918 pos, Name, UUID);
845 919
846 if (pos.X < 0f) pos.X = 0f; 920 if (pos.X < 0f) pos.X = 0f;
847 if (pos.Y < 0f) pos.Y = 0f; 921 if (pos.Y < 0f) pos.Y = 0f;
848 if (pos.Z < 0f) pos.Z = 0f; 922 if (pos.Z < 0f) pos.Z = 0f;
849 } 923 }
850 924
851 float localAVHeight = 1.56f; 925 float localAVHeight = 1.56f;
852 if (Appearance.AvatarHeight > 0) 926 if (Appearance.AvatarHeight > 0)
853 localAVHeight = Appearance.AvatarHeight; 927 localAVHeight = Appearance.AvatarHeight;
854 928
855 float posZLimit = 0; 929 float posZLimit = 0;
856 930
857 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 931 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
858 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 932 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
859 933
860 float newPosZ = posZLimit + localAVHeight / 2; 934 float newPosZ = posZLimit + localAVHeight / 2;
861 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 935 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
862 { 936 {
863 pos.Z = newPosZ; 937 pos.Z = newPosZ;
864 } 938 }
865 AbsolutePosition = pos; 939 AbsolutePosition = pos;
866 940
867 AddToPhysicalScene(isFlying); 941 if (m_teleportFlags == TeleportFlags.Default)
942 {
943 Vector3 vel = Velocity;
944 AddToPhysicalScene(isFlying);
945 if (PhysicsActor != null)
946 PhysicsActor.SetMomentum(vel);
947 }
948 else
949 AddToPhysicalScene(isFlying);
868 950
869 if (ForceFly) 951 if (ForceFly)
870 { 952 {
871 Flying = true; 953 Flying = true;
872 } 954 }
873 else if (FlyDisabled) 955 else if (FlyDisabled)
874 { 956 {
875 Flying = false; 957 Flying = false;
958 }
876 } 959 }
877
878 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 960 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
879 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 961 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
880 // elsewhere anyway 962 // elsewhere anyway
@@ -892,14 +974,19 @@ namespace OpenSim.Region.Framework.Scenes
892 { 974 {
893 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 975 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
894 // Resume scripts 976 // Resume scripts
895 foreach (SceneObjectGroup sog in m_attachments) 977 Util.FireAndForget(delegate(object x) {
896 { 978 foreach (SceneObjectGroup sog in m_attachments)
897 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 979 {
898 sog.ResumeScripts(); 980 sog.ScheduleGroupForFullUpdate();
899 } 981 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
982 sog.ResumeScripts();
983 }
984 });
900 } 985 }
901 } 986 }
902 987
988 SendAvatarDataToAllAgents();
989
903 // send the animations of the other presences to me 990 // send the animations of the other presences to me
904 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 991 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
905 { 992 {
@@ -910,9 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
910 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 997 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
911 // stall on the border crossing since the existing child agent will still have the last movement 998 // stall on the border crossing since the existing child agent will still have the last movement
912 // recorded, which stops the input from being processed. 999 // recorded, which stops the input from being processed.
1000
913 MovementFlag = 0; 1001 MovementFlag = 0;
914 1002
915 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1003 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1004
1005 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
916 } 1006 }
917 1007
918 public int GetStateSource() 1008 public int GetStateSource()
@@ -940,12 +1030,16 @@ namespace OpenSim.Region.Framework.Scenes
940 /// </remarks> 1030 /// </remarks>
941 public void MakeChildAgent() 1031 public void MakeChildAgent()
942 { 1032 {
1033 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1034
943 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1035 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
944 1036
945 // Reset these so that teleporting in and walking out isn't seen 1037 // Reset these so that teleporting in and walking out isn't seen
946 // as teleporting back 1038 // as teleporting back
947 TeleportFlags = TeleportFlags.Default; 1039 TeleportFlags = TeleportFlags.Default;
948 1040
1041 MovementFlag = 0;
1042
949 // It looks like Animator is set to null somewhere, and MakeChild 1043 // It looks like Animator is set to null somewhere, and MakeChild
950 // is called after that. Probably in aborted teleports. 1044 // is called after that. Probably in aborted teleports.
951 if (Animator == null) 1045 if (Animator == null)
@@ -953,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
953 else 1047 else
954 Animator.ResetAnimations(); 1048 Animator.ResetAnimations();
955 1049
1050
956// m_log.DebugFormat( 1051// m_log.DebugFormat(
957// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1052// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
958// Name, UUID, m_scene.RegionInfo.RegionName); 1053// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -964,6 +1059,7 @@ namespace OpenSim.Region.Framework.Scenes
964 IsChildAgent = true; 1059 IsChildAgent = true;
965 m_scene.SwapRootAgentCount(true); 1060 m_scene.SwapRootAgentCount(true);
966 RemoveFromPhysicalScene(); 1061 RemoveFromPhysicalScene();
1062 ParentID = 0; // Child agents can't be sitting
967 1063
968 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1064 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
969 1065
@@ -979,9 +1075,9 @@ namespace OpenSim.Region.Framework.Scenes
979 { 1075 {
980// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1076// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
981 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1077 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
982 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
983 PhysicsActor.UnSubscribeEvents();
984 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1078 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1079 PhysicsActor.UnSubscribeEvents();
1080 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
985 PhysicsActor = null; 1081 PhysicsActor = null;
986 } 1082 }
987// else 1083// else
@@ -998,7 +1094,7 @@ namespace OpenSim.Region.Framework.Scenes
998 /// <param name="pos"></param> 1094 /// <param name="pos"></param>
999 public void Teleport(Vector3 pos) 1095 public void Teleport(Vector3 pos)
1000 { 1096 {
1001 TeleportWithMomentum(pos, null); 1097 TeleportWithMomentum(pos, Vector3.Zero);
1002 } 1098 }
1003 1099
1004 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1100 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1022,6 +1118,41 @@ namespace OpenSim.Region.Framework.Scenes
1022 SendTerseUpdateToAllClients(); 1118 SendTerseUpdateToAllClients();
1023 } 1119 }
1024 1120
1121 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1122 {
1123 CheckLandingPoint(ref newpos);
1124 AbsolutePosition = newpos;
1125
1126 if (newvel.HasValue)
1127 {
1128 if ((Vector3)newvel == Vector3.Zero)
1129 {
1130 if (PhysicsActor != null)
1131 PhysicsActor.SetMomentum(Vector3.Zero);
1132 m_velocity = Vector3.Zero;
1133 }
1134 else
1135 {
1136 if (PhysicsActor != null)
1137 PhysicsActor.SetMomentum((Vector3)newvel);
1138 m_velocity = (Vector3)newvel;
1139
1140 if (rotateToVelXY)
1141 {
1142 Vector3 lookAt = (Vector3)newvel;
1143 lookAt.Z = 0;
1144 lookAt.Normalize();
1145 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1146 return;
1147 }
1148 }
1149 }
1150
1151 SendTerseUpdateToAllClients();
1152 }
1153
1154
1155
1025 public void StopFlying() 1156 public void StopFlying()
1026 { 1157 {
1027 ControllingClient.StopFlying(this); 1158 ControllingClient.StopFlying(this);
@@ -1337,8 +1468,18 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1468 {
1338 if (m_followCamAuto) 1469 if (m_followCamAuto)
1339 { 1470 {
1340 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1471 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1341 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1472 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1473
1474 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1475 Vector3 distTocam = CameraPosition - posAdjusted;
1476 float distTocamlen = distTocam.Length();
1477 if (distTocamlen > 0)
1478 {
1479 distTocam *= 1.0f / distTocamlen;
1480 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1481 }
1482
1342 } 1483 }
1343 } 1484 }
1344 1485
@@ -1772,12 +1913,17 @@ namespace OpenSim.Region.Framework.Scenes
1772// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1913// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1773 1914
1774 SitGround = false; 1915 SitGround = false;
1916
1917/* move this down so avatar gets physical in the new position and not where it is siting
1775 if (PhysicsActor == null) 1918 if (PhysicsActor == null)
1776 AddToPhysicalScene(false); 1919 AddToPhysicalScene(false);
1920 */
1777 1921
1778 if (ParentID != 0) 1922 if (ParentID != 0)
1779 { 1923 {
1780 SceneObjectPart part = ParentPart; 1924 SceneObjectPart part = ParentPart;
1925 UnRegisterSeatControls(part.ParentGroup.UUID);
1926
1781 TaskInventoryDictionary taskIDict = part.TaskInventory; 1927 TaskInventoryDictionary taskIDict = part.TaskInventory;
1782 if (taskIDict != null) 1928 if (taskIDict != null)
1783 { 1929 {
@@ -1797,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
1797 if (part.SitTargetAvatar == UUID) 1943 if (part.SitTargetAvatar == UUID)
1798 part.SitTargetAvatar = UUID.Zero; 1944 part.SitTargetAvatar = UUID.Zero;
1799 1945
1946 part.ParentGroup.DeleteAvatar(UUID);
1800 ParentPosition = part.GetWorldPosition(); 1947 ParentPosition = part.GetWorldPosition();
1801 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1948 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1802 1949
@@ -1805,6 +1952,10 @@ namespace OpenSim.Region.Framework.Scenes
1805 1952
1806 ParentID = 0; 1953 ParentID = 0;
1807 ParentPart = null; 1954 ParentPart = null;
1955
1956 if (PhysicsActor == null)
1957 AddToPhysicalScene(false);
1958
1808 SendAvatarDataToAllAgents(); 1959 SendAvatarDataToAllAgents();
1809 m_requestedSitTargetID = 0; 1960 m_requestedSitTargetID = 0;
1810 1961
@@ -1812,6 +1963,9 @@ namespace OpenSim.Region.Framework.Scenes
1812 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1963 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1813 } 1964 }
1814 1965
1966 else if (PhysicsActor == null)
1967 AddToPhysicalScene(false);
1968
1815 Animator.TrySetMovementAnimation("STAND"); 1969 Animator.TrySetMovementAnimation("STAND");
1816 } 1970 }
1817 1971
@@ -1890,7 +2044,7 @@ namespace OpenSim.Region.Framework.Scenes
1890// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied); 2044// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
1891 2045
1892 if (PhysicsActor != null) 2046 if (PhysicsActor != null)
1893 m_sitAvatarHeight = PhysicsActor.Size.Z; 2047 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1894 2048
1895 bool canSit = false; 2049 bool canSit = false;
1896 pos = part.AbsolutePosition + offset; 2050 pos = part.AbsolutePosition + offset;
@@ -1935,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
1935 forceMouselook = part.GetForceMouselook(); 2089 forceMouselook = part.GetForceMouselook();
1936 2090
1937 ControllingClient.SendSitResponse( 2091 ControllingClient.SendSitResponse(
1938 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2092 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1939 2093
1940 m_requestedSitTargetUUID = targetID; 2094 m_requestedSitTargetUUID = targetID;
1941 2095
@@ -1949,6 +2103,9 @@ namespace OpenSim.Region.Framework.Scenes
1949 2103
1950 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2104 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1951 { 2105 {
2106 if (IsChildAgent)
2107 return;
2108
1952 if (ParentID != 0) 2109 if (ParentID != 0)
1953 { 2110 {
1954 StandUp(); 2111 StandUp();
@@ -2217,14 +2374,36 @@ namespace OpenSim.Region.Framework.Scenes
2217 2374
2218 //Quaternion result = (sitTargetOrient * vq) * nq; 2375 //Quaternion result = (sitTargetOrient * vq) * nq;
2219 2376
2220 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2377 double x, y, z, m;
2378
2379 Quaternion r = sitTargetOrient;
2380 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2381
2382 if (Math.Abs(1.0 - m) > 0.000001)
2383 {
2384 m = 1.0 / Math.Sqrt(m);
2385 r.X *= (float)m;
2386 r.Y *= (float)m;
2387 r.Z *= (float)m;
2388 r.W *= (float)m;
2389 }
2390
2391 x = 2 * (r.X * r.Z + r.Y * r.W);
2392 y = 2 * (-r.X * r.W + r.Y * r.Z);
2393 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2394
2395 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2396 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2397 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2221 Rotation = sitTargetOrient; 2398 Rotation = sitTargetOrient;
2222 ParentPosition = part.AbsolutePosition; 2399 ParentPosition = part.AbsolutePosition;
2400 part.ParentGroup.AddAvatar(UUID);
2223 } 2401 }
2224 else 2402 else
2225 { 2403 {
2226 m_pos -= part.AbsolutePosition; 2404 m_pos -= part.AbsolutePosition;
2227 ParentPosition = part.AbsolutePosition; 2405 ParentPosition = part.AbsolutePosition;
2406 part.ParentGroup.AddAvatar(UUID);
2228 2407
2229// m_log.DebugFormat( 2408// m_log.DebugFormat(
2230// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2409// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2269,6 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes
2269 Animator.RemoveAnimation(animID); 2448 Animator.RemoveAnimation(animID);
2270 } 2449 }
2271 2450
2451 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2452 {
2453 Animator.avnChangeAnim(animID, addRemove, sendPack);
2454 }
2455
2456
2457
2272 /// <summary> 2458 /// <summary>
2273 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2459 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2274 /// </summary> 2460 /// </summary>
@@ -2322,14 +2508,15 @@ namespace OpenSim.Region.Framework.Scenes
2322 direc.Z *= 2.6f; 2508 direc.Z *= 2.6f;
2323 2509
2324 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2510 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2325 Animator.TrySetMovementAnimation("PREJUMP"); 2511// Animator.TrySetMovementAnimation("PREJUMP");
2326 Animator.TrySetMovementAnimation("JUMP"); 2512// Animator.TrySetMovementAnimation("JUMP");
2327 } 2513 }
2328 } 2514 }
2329 } 2515 }
2330 2516
2331 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2517 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2332 m_forceToApply = direc; 2518 m_forceToApply = direc;
2519 Animator.UpdateMovementAnimations();
2333 } 2520 }
2334 2521
2335 #endregion 2522 #endregion
@@ -2722,8 +2909,9 @@ namespace OpenSim.Region.Framework.Scenes
2722 2909
2723 // If we don't have a PhysActor, we can't cross anyway 2910 // If we don't have a PhysActor, we can't cross anyway
2724 // Also don't do this while sat, sitting avatars cross with the 2911 // Also don't do this while sat, sitting avatars cross with the
2725 // object they sit on. 2912 // object they sit on. ParentUUID denoted a pending sit, don't
2726 if (ParentID != 0 || PhysicsActor == null) 2913 // interfere with it.
2914 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2727 return; 2915 return;
2728 2916
2729 if (!IsInTransit) 2917 if (!IsInTransit)
@@ -3064,6 +3252,9 @@ namespace OpenSim.Region.Framework.Scenes
3064 cAgent.AlwaysRun = SetAlwaysRun; 3252 cAgent.AlwaysRun = SetAlwaysRun;
3065 3253
3066 cAgent.Appearance = new AvatarAppearance(Appearance); 3254 cAgent.Appearance = new AvatarAppearance(Appearance);
3255
3256 cAgent.ParentPart = ParentUUID;
3257 cAgent.SitOffset = m_pos;
3067 3258
3068 lock (scriptedcontrols) 3259 lock (scriptedcontrols)
3069 { 3260 {
@@ -3072,7 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
3072 3263
3073 foreach (ScriptControllers c in scriptedcontrols.Values) 3264 foreach (ScriptControllers c in scriptedcontrols.Values)
3074 { 3265 {
3075 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3266 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3076 } 3267 }
3077 cAgent.Controllers = controls; 3268 cAgent.Controllers = controls;
3078 } 3269 }
@@ -3083,6 +3274,7 @@ namespace OpenSim.Region.Framework.Scenes
3083 cAgent.Anims = Animator.Animations.ToArray(); 3274 cAgent.Anims = Animator.Animations.ToArray();
3084 } 3275 }
3085 catch { } 3276 catch { }
3277 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3086 3278
3087 // Attachment objects 3279 // Attachment objects
3088 List<SceneObjectGroup> attachments = GetAttachments(); 3280 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3126,6 +3318,8 @@ namespace OpenSim.Region.Framework.Scenes
3126 CameraAtAxis = cAgent.AtAxis; 3318 CameraAtAxis = cAgent.AtAxis;
3127 CameraLeftAxis = cAgent.LeftAxis; 3319 CameraLeftAxis = cAgent.LeftAxis;
3128 CameraUpAxis = cAgent.UpAxis; 3320 CameraUpAxis = cAgent.UpAxis;
3321 ParentUUID = cAgent.ParentPart;
3322 m_prevSitOffset = cAgent.SitOffset;
3129 3323
3130 // When we get to the point of re-computing neighbors everytime this 3324 // When we get to the point of re-computing neighbors everytime this
3131 // changes, then start using the agent's drawdistance rather than the 3325 // changes, then start using the agent's drawdistance rather than the
@@ -3163,6 +3357,7 @@ namespace OpenSim.Region.Framework.Scenes
3163 foreach (ControllerData c in cAgent.Controllers) 3357 foreach (ControllerData c in cAgent.Controllers)
3164 { 3358 {
3165 ScriptControllers sc = new ScriptControllers(); 3359 ScriptControllers sc = new ScriptControllers();
3360 sc.objectID = c.ObjectID;
3166 sc.itemID = c.ItemID; 3361 sc.itemID = c.ItemID;
3167 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3362 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3168 sc.eventControls = (ScriptControlled)c.EventControls; 3363 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3177,6 +3372,8 @@ namespace OpenSim.Region.Framework.Scenes
3177 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3372 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3178 if (cAgent.Anims != null) 3373 if (cAgent.Anims != null)
3179 Animator.Animations.FromArray(cAgent.Anims); 3374 Animator.Animations.FromArray(cAgent.Anims);
3375 if (cAgent.DefaultAnim != null)
3376 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3180 3377
3181 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3378 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3182 { 3379 {
@@ -3249,7 +3446,7 @@ namespace OpenSim.Region.Framework.Scenes
3249 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3446 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3250 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3447 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3251 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3448 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3252 PhysicsActor.SubscribeEvents(500); 3449 PhysicsActor.SubscribeEvents(100);
3253 PhysicsActor.LocalID = LocalId; 3450 PhysicsActor.LocalID = LocalId;
3254 } 3451 }
3255 3452
@@ -3279,18 +3476,6 @@ namespace OpenSim.Region.Framework.Scenes
3279 if (IsChildAgent) 3476 if (IsChildAgent)
3280 return; 3477 return;
3281 3478
3282 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3283 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3284 // as of this comment the interval is set in AddToPhysicalScene
3285 if (Animator != null)
3286 {
3287// if (m_updateCount > 0)
3288// {
3289 Animator.UpdateMovementAnimations();
3290// m_updateCount--;
3291// }
3292 }
3293
3294 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3479 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3295 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3480 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3296 3481
@@ -3333,6 +3518,8 @@ namespace OpenSim.Region.Framework.Scenes
3333 } 3518 }
3334 } 3519 }
3335 3520
3521 RaiseCollisionScriptEvents(coldata);
3522
3336 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3523 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3337 if (Invulnerable || GodLevel > 0) 3524 if (Invulnerable || GodLevel > 0)
3338 return; 3525 return;
@@ -3665,10 +3852,15 @@ namespace OpenSim.Region.Framework.Scenes
3665 3852
3666 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3853 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3667 { 3854 {
3855 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3856 if (p == null)
3857 return;
3858
3668 ScriptControllers obj = new ScriptControllers(); 3859 ScriptControllers obj = new ScriptControllers();
3669 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3860 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3670 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3861 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3671 3862
3863 obj.objectID = p.ParentGroup.UUID;
3672 obj.itemID = Script_item_UUID; 3864 obj.itemID = Script_item_UUID;
3673 if (pass_on == 0 && accept == 0) 3865 if (pass_on == 0 && accept == 0)
3674 { 3866 {
@@ -3717,6 +3909,21 @@ namespace OpenSim.Region.Framework.Scenes
3717 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3909 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3718 } 3910 }
3719 3911
3912 private void UnRegisterSeatControls(UUID obj)
3913 {
3914 List<UUID> takers = new List<UUID>();
3915
3916 foreach (ScriptControllers c in scriptedcontrols.Values)
3917 {
3918 if (c.objectID == obj)
3919 takers.Add(c.itemID);
3920 }
3921 foreach (UUID t in takers)
3922 {
3923 UnRegisterControlEventsToScript(0, t);
3924 }
3925 }
3926
3720 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3927 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3721 { 3928 {
3722 ScriptControllers takecontrols; 3929 ScriptControllers takecontrols;
@@ -4035,6 +4242,12 @@ namespace OpenSim.Region.Framework.Scenes
4035 4242
4036 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4243 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4037 { 4244 {
4245 string reason;
4246
4247 // Honor bans
4248 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4249 return;
4250
4038 SceneObjectGroup telehub = null; 4251 SceneObjectGroup telehub = null;
4039 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4252 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4040 { 4253 {
@@ -4074,11 +4287,206 @@ namespace OpenSim.Region.Framework.Scenes
4074 pos = land.LandData.UserLocation; 4287 pos = land.LandData.UserLocation;
4075 } 4288 }
4076 } 4289 }
4077 4290
4078 land.SendLandUpdateToClient(ControllingClient); 4291 land.SendLandUpdateToClient(ControllingClient);
4079 } 4292 }
4080 } 4293 }
4081 4294
4295 private DetectedObject CreateDetObject(SceneObjectPart obj)
4296 {
4297 DetectedObject detobj = new DetectedObject();
4298 detobj.keyUUID = obj.UUID;
4299 detobj.nameStr = obj.Name;
4300 detobj.ownerUUID = obj.OwnerID;
4301 detobj.posVector = obj.AbsolutePosition;
4302 detobj.rotQuat = obj.GetWorldRotation();
4303 detobj.velVector = obj.Velocity;
4304 detobj.colliderType = 0;
4305 detobj.groupUUID = obj.GroupID;
4306
4307 return detobj;
4308 }
4309
4310 private DetectedObject CreateDetObject(ScenePresence av)
4311 {
4312 DetectedObject detobj = new DetectedObject();
4313 detobj.keyUUID = av.UUID;
4314 detobj.nameStr = av.ControllingClient.Name;
4315 detobj.ownerUUID = av.UUID;
4316 detobj.posVector = av.AbsolutePosition;
4317 detobj.rotQuat = av.Rotation;
4318 detobj.velVector = av.Velocity;
4319 detobj.colliderType = 0;
4320 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4321
4322 return detobj;
4323 }
4324
4325 private DetectedObject CreateDetObjectForGround()
4326 {
4327 DetectedObject detobj = new DetectedObject();
4328 detobj.keyUUID = UUID.Zero;
4329 detobj.nameStr = "";
4330 detobj.ownerUUID = UUID.Zero;
4331 detobj.posVector = AbsolutePosition;
4332 detobj.rotQuat = Quaternion.Identity;
4333 detobj.velVector = Vector3.Zero;
4334 detobj.colliderType = 0;
4335 detobj.groupUUID = UUID.Zero;
4336
4337 return detobj;
4338 }
4339
4340 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4341 {
4342 ColliderArgs colliderArgs = new ColliderArgs();
4343 List<DetectedObject> colliding = new List<DetectedObject>();
4344 foreach (uint localId in colliders)
4345 {
4346 if (localId == 0)
4347 continue;
4348
4349 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4350 if (obj != null)
4351 {
4352 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4353 colliding.Add(CreateDetObject(obj));
4354 }
4355 else
4356 {
4357 ScenePresence av = m_scene.GetScenePresence(localId);
4358 if (av != null && (!av.IsChildAgent))
4359 {
4360 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4361 colliding.Add(CreateDetObject(av));
4362 }
4363 }
4364 }
4365
4366 colliderArgs.Colliders = colliding;
4367
4368 return colliderArgs;
4369 }
4370
4371 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4372
4373 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4374 {
4375 ColliderArgs CollidingMessage;
4376
4377 if (colliders.Count > 0)
4378 {
4379 if ((dest.RootPart.ScriptEvents & ev) != 0)
4380 {
4381 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4382
4383 if (CollidingMessage.Colliders.Count > 0)
4384 notify(dest.RootPart.LocalId, CollidingMessage);
4385 }
4386 }
4387 }
4388
4389 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4390 {
4391 if ((dest.RootPart.ScriptEvents & ev) != 0)
4392 {
4393 ColliderArgs LandCollidingMessage = new ColliderArgs();
4394 List<DetectedObject> colliding = new List<DetectedObject>();
4395
4396 colliding.Add(CreateDetObjectForGround());
4397 LandCollidingMessage.Colliders = colliding;
4398
4399 notify(dest.RootPart.LocalId, LandCollidingMessage);
4400 }
4401 }
4402
4403 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4404 {
4405 try
4406 {
4407 List<uint> thisHitColliders = new List<uint>();
4408 List<uint> endedColliders = new List<uint>();
4409 List<uint> startedColliders = new List<uint>();
4410 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4411 CollisionForSoundInfo soundinfo;
4412 ContactPoint curcontact;
4413
4414 if (coldata.Count == 0)
4415 {
4416 if (m_lastColliders.Count == 0)
4417 return; // nothing to do
4418
4419 foreach (uint localID in m_lastColliders)
4420 {
4421 endedColliders.Add(localID);
4422 }
4423 m_lastColliders.Clear();
4424 }
4425
4426 else
4427 {
4428 foreach (uint id in coldata.Keys)
4429 {
4430 thisHitColliders.Add(id);
4431 if (!m_lastColliders.Contains(id))
4432 {
4433 startedColliders.Add(id);
4434 curcontact = coldata[id];
4435 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4436 {
4437 soundinfo = new CollisionForSoundInfo();
4438 soundinfo.colliderID = id;
4439 soundinfo.position = curcontact.Position;
4440 soundinfo.relativeVel = curcontact.RelativeSpeed;
4441 soundinfolist.Add(soundinfo);
4442 }
4443 }
4444 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4445 }
4446
4447 // calculate things that ended colliding
4448 foreach (uint localID in m_lastColliders)
4449 {
4450 if (!thisHitColliders.Contains(localID))
4451 {
4452 endedColliders.Add(localID);
4453 }
4454 }
4455 //add the items that started colliding this time to the last colliders list.
4456 foreach (uint localID in startedColliders)
4457 {
4458 m_lastColliders.Add(localID);
4459 }
4460 // remove things that ended colliding from the last colliders list
4461 foreach (uint localID in endedColliders)
4462 {
4463 m_lastColliders.Remove(localID);
4464 }
4465
4466 if (soundinfolist.Count > 0)
4467 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4468 }
4469
4470 foreach (SceneObjectGroup att in GetAttachments())
4471 {
4472 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4473 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4474 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4475
4476 if (startedColliders.Contains(0))
4477 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4478 if (m_lastColliders.Contains(0))
4479 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4480 if (endedColliders.Contains(0))
4481 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4482 }
4483 }
4484 finally
4485 {
4486 m_collisionEventFlag = false;
4487 }
4488 }
4489
4082 private void TeleportFlagsDebug() { 4490 private void TeleportFlagsDebug() {
4083 4491
4084 // Some temporary debugging help to show all the TeleportFlags we have... 4492 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4103,6 +4511,5 @@ namespace OpenSim.Region.Framework.Scenes
4103 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4511 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4104 4512
4105 } 4513 }
4106
4107 } 4514 }
4108} 4515}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..e223f47 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 bool errors = false;
627 SOPVehicle _vehicle = new SOPVehicle();
628
629 _vehicle.FromXml2(reader, out errors);
630
631 if (errors)
632 {
633 obj.sopVehicle = null;
634 m_log.DebugFormat(
635 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
636 obj.Name, obj.UUID);
637 }
638 else
639 obj.sopVehicle = _vehicle;
640 }
641
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 642 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 643 {
580 List<string> errorNodeNames; 644 List<string> errorNodeNames;
@@ -739,6 +803,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 803 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 804 }
741 805
806 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
807 {
808 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
809 }
810
811 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
812 {
813 obj.Force = Util.ReadVector(reader, "Force");
814 }
815 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
816 {
817 obj.Torque = Util.ReadVector(reader, "Torque");
818 }
819
820 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
821 {
822 obj.VolumeDetectActive = Util.ReadBoolean(reader);
823 }
824
742 #endregion 825 #endregion
743 826
744 #region TaskInventoryXmlProcessors 827 #region TaskInventoryXmlProcessors
@@ -1126,6 +1209,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1209 });
1127 1210
1128 writer.WriteEndElement(); 1211 writer.WriteEndElement();
1212
1213 if (sog.RootPart.KeyframeMotion != null)
1214 {
1215 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1216
1217 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1218 writer.WriteBase64(data, 0, data.Length);
1219 writer.WriteEndElement();
1220 }
1221
1129 writer.WriteEndElement(); 1222 writer.WriteEndElement();
1130 } 1223 }
1131 1224
@@ -1225,6 +1318,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1320
1321 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1322
1323 WriteVector(writer, "Force", sop.Force);
1324 WriteVector(writer, "Torque", sop.Torque);
1325
1326 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1327
1328 if (sop.sopVehicle != null)
1329 sop.sopVehicle.ToXml2(writer);
1330
1331 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1332 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1333 if (sop.Density != 1000.0f)
1334 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1335 if (sop.Friction != 0.6f)
1336 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1337 if (sop.Bounciness != 0.5f)
1338 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1339 if (sop.GravityModifier != 1.0f)
1340 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1341
1228 writer.WriteEndElement(); 1342 writer.WriteEndElement();
1229 } 1343 }
1230 1344
@@ -1449,12 +1563,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1563 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1564 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1565
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1566 reader.ReadStartElement(name, String.Empty);
1459 1567
1460 while (reader.Name == "TaskInventoryItem") 1568 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 742d42a..18e6ece 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -298,6 +298,20 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 298 physfps = 0;
299 299
300#endregion 300#endregion
301 if (reportedFPS <= 0)
302 reportedFPS = 1;
303
304 float perframe = 1.0f / (float)reportedFPS;
305
306 float TotalFrameTime = m_frameMS * perframe;
307
308 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
309
310 float sparetime;
311 if (TotalFrameTime > targetframetime)
312 {
313 sparetime = 0;
314 }
301 315
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 316 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 317 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,15 +323,13 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 323 // so that stat numbers are always consistent.
310 CheckStatSanity(); 324 CheckStatSanity();
311 325
312 //Our time dilation is 0.91 when we're running a full speed, 326 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 327 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 328 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second 329
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps) 330 m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates. 331 if (m_otherMS < 0)
318 332 m_otherMS = 0;
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
320 // values to X-per-second values.
321 333
322 uint thisFrame = m_scene.Frame; 334 uint thisFrame = m_scene.Frame;
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 335 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..eac8e84 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -669,6 +669,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
669 public event ObjectDrop OnObjectDrop; 669 public event ObjectDrop OnObjectDrop;
670 public event StartAnim OnStartAnim; 670 public event StartAnim OnStartAnim;
671 public event StopAnim OnStopAnim; 671 public event StopAnim OnStopAnim;
672 public event ChangeAnim OnChangeAnim;
672 public event LinkObjects OnLinkObjects; 673 public event LinkObjects OnLinkObjects;
673 public event DelinkObjects OnDelinkObjects; 674 public event DelinkObjects OnDelinkObjects;
674 public event RequestMapBlocks OnRequestMapBlocks; 675 public event RequestMapBlocks OnRequestMapBlocks;
@@ -714,6 +715,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 716 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 717 public event UpdatePrimTexture OnUpdatePrimTexture;
718 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 719 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 720 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 721 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +820,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 820 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 821 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 822 public event DirFindQuery OnDirFindQuery;
823 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 824 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 825 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 826 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +837,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 837 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 838 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 839 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 840 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 841 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 842 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 843 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +867,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 867 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 868 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 869 public event SendPostcard OnSendPostcard;
870 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 871 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 872 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 873 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
@@ -1690,5 +1699,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1699 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1700 {
1692 } 1701 }
1702
1703 public void SendPartPhysicsProprieties(ISceneEntity entity)
1704 {
1705 }
1706
1693 } 1707 }
1694} 1708}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index be8873d..6c53d95 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74..396d4c5 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -738,7 +738,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
738 return channelUri; 738 return channelUri;
739 } 739 }
740 740
741 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 741
742 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
742 743
743 /// <summary> 744 /// <summary>
744 /// Perform administrative login for Vivox. 745 /// Perform administrative login for Vivox.
@@ -750,7 +751,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
750 return VivoxCall(requrl, false); 751 return VivoxCall(requrl, false);
751 } 752 }
752 753
753 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 754 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
754 755
755 /// <summary> 756 /// <summary>
756 /// Perform administrative logout for Vivox. 757 /// Perform administrative logout for Vivox.
@@ -761,7 +762,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
761 return VivoxCall(requrl, false); 762 return VivoxCall(requrl, false);
762 } 763 }
763 764
764 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 765
766 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
765 767
766 /// <summary> 768 /// <summary>
767 /// Retrieve account information for the specified user. 769 /// Retrieve account information for the specified user.
@@ -773,7 +775,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
773 return VivoxCall(requrl, true); 775 return VivoxCall(requrl, true);
774 } 776 }
775 777
776 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 778
779 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
777 780
778 /// <summary> 781 /// <summary>
779 /// Creates a new account. 782 /// Creates a new account.
@@ -787,7 +790,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 return VivoxCall(requrl, true); 790 return VivoxCall(requrl, true);
788 } 791 }
789 792
790 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 793
794 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
791 795
792 /// <summary> 796 /// <summary>
793 /// Change the user's password. 797 /// Change the user's password.
@@ -798,7 +802,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
798 return VivoxCall(requrl, true); 802 return VivoxCall(requrl, true);
799 } 803 }
800 804
801 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 805
806 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
802 807
803 /// <summary> 808 /// <summary>
804 /// Create a channel. 809 /// Create a channel.
@@ -870,7 +875,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
870 return false; 875 return false;
871 } 876 }
872 877
873 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 878 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
874 879
875 /// <summary> 880 /// <summary>
876 /// Retrieve a channel. 881 /// Retrieve a channel.
@@ -1013,7 +1018,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1013 return false; 1018 return false;
1014 } 1019 }
1015 1020
1016 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1021 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1017 1022
1018 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1023 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1019 // { 1024 // {
@@ -1025,7 +1030,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1025 // return VivoxCall(requrl, true); 1030 // return VivoxCall(requrl, true);
1026 // } 1031 // }
1027 1032
1028 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1033 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1029 1034
1030 /// <summary> 1035 /// <summary>
1031 /// Delete a channel. 1036 /// Delete a channel.
@@ -1038,6 +1043,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1038 /// are required in a later phase. 1043 /// are required in a later phase.
1039 /// In this case the call handles parent and description as optional values. 1044 /// In this case the call handles parent and description as optional values.
1040 /// </summary> 1045 /// </summary>
1046
1041 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1047 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1042 { 1048 {
1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1049 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1048,11 +1054,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1048 return VivoxCall(requrl, true); 1054 return VivoxCall(requrl, true);
1049 } 1055 }
1050 1056
1051 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1057 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1052 1058
1053 /// <summary> 1059 /// <summary>
1054 /// Return information on channels in the given directory 1060 /// Return information on channels in the given directory
1055 /// </summary> 1061 /// </summary>
1062
1056 private XmlElement VivoxListChildren(string channelid) 1063 private XmlElement VivoxListChildren(string channelid)
1057 { 1064 {
1058 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1065 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1314,4 +1321,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1314 return false; 1321 return false;
1315 } 1322 }
1316 } 1323 }
1317} \ No newline at end of file 1324}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index e57e5e6..e798382 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
@@ -174,7 +174,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
174#pragma warning disable 67 174#pragma warning disable 67
175 public event Action<IClientAPI> OnLogout; 175 public event Action<IClientAPI> OnLogout;
176 public event ObjectPermissions OnObjectPermissions; 176 public event ObjectPermissions OnObjectPermissions;
177 177 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
178 public event MoneyTransferRequest OnMoneyTransferRequest; 178 public event MoneyTransferRequest OnMoneyTransferRequest;
179 public event ParcelBuy OnParcelBuy; 179 public event ParcelBuy OnParcelBuy;
180 public event Action<IClientAPI> OnConnectionClosed; 180 public event Action<IClientAPI> OnConnectionClosed;
@@ -194,6 +194,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
194 public event ObjectDrop OnObjectDrop; 194 public event ObjectDrop OnObjectDrop;
195 public event StartAnim OnStartAnim; 195 public event StartAnim OnStartAnim;
196 public event StopAnim OnStopAnim; 196 public event StopAnim OnStopAnim;
197 public event ChangeAnim OnChangeAnim;
197 public event LinkObjects OnLinkObjects; 198 public event LinkObjects OnLinkObjects;
198 public event DelinkObjects OnDelinkObjects; 199 public event DelinkObjects OnDelinkObjects;
199 public event RequestMapBlocks OnRequestMapBlocks; 200 public event RequestMapBlocks OnRequestMapBlocks;
@@ -243,6 +244,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
243 public event UpdatePrimTexture OnUpdatePrimTexture; 244 public event UpdatePrimTexture OnUpdatePrimTexture;
244 public event UpdateVector OnUpdatePrimGroupPosition; 245 public event UpdateVector OnUpdatePrimGroupPosition;
245 public event UpdateVector OnUpdatePrimSinglePosition; 246 public event UpdateVector OnUpdatePrimSinglePosition;
247 public event ClientChangeObject onClientChangeObject;
246 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 248 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
247 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 249 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
248 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 250 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -380,7 +382,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 382 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
381 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 383 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
382 public event ClassifiedDelete OnClassifiedDelete; 384 public event ClassifiedDelete OnClassifiedDelete;
383 public event ClassifiedDelete OnClassifiedGodDelete; 385 public event ClassifiedGodDelete OnClassifiedGodDelete;
384 386
385 public event EventNotificationAddRequest OnEventNotificationAddRequest; 387 public event EventNotificationAddRequest OnEventNotificationAddRequest;
386 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 388 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -419,6 +421,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
419 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 421 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
420 public event SimWideDeletesDelegate OnSimWideDeletes; 422 public event SimWideDeletesDelegate OnSimWideDeletes;
421 public event SendPostcard OnSendPostcard; 423 public event SendPostcard OnSendPostcard;
424 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
422 public event MuteListEntryUpdate OnUpdateMuteListEntry; 425 public event MuteListEntryUpdate OnUpdateMuteListEntry;
423 public event MuteListEntryRemove OnRemoveMuteListEntry; 426 public event MuteListEntryRemove OnRemoveMuteListEntry;
424 public event GodlikeMessage onGodlikeMessage; 427 public event GodlikeMessage onGodlikeMessage;
@@ -446,6 +449,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
446 public virtual UUID AgentId 449 public virtual UUID AgentId
447 { 450 {
448 get { return m_uuid; } 451 get { return m_uuid; }
452 set { m_uuid = value; }
449 } 453 }
450 454
451 public UUID SessionId 455 public UUID SessionId
@@ -854,8 +858,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
854 858
855 public void Close() 859 public void Close()
856 { 860 {
857 // Remove ourselves from the scene 861 Close(true);
858 m_scene.RemoveClient(AgentId, false); 862 }
863
864 public void Close(bool sendStop)
865 {
859 } 866 }
860 867
861 public void Start() 868 public void Start()
@@ -1189,5 +1196,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1189 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1196 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1190 { 1197 {
1191 } 1198 }
1199
1200 public void SendPartPhysicsProprieties(ISceneEntity entity)
1201 {
1202 }
1203
1192 } 1204 }
1193} 1205}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index d3456ab..a32ab2a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); 157 {
161 158 sp.CompleteMovement(npcAvatar, false);
162 return npcAvatar.AgentId; 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 } 160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
164 else 161 }
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 162 }
169 } 163 ev.Set();
164 });
165
166 ev.WaitOne();
167
168// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
169
170 return npcAvatar.AgentId;
170 } 171 }
171 172
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running) 173 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
@@ -356,9 +357,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
356 { 357 {
357 NPCAvatar av; 358 NPCAvatar av;
358 if (m_avatars.TryGetValue(npcID, out av)) 359 if (m_avatars.TryGetValue(npcID, out av))
360 {
361 if (npcID == callerID)
362 return true;
359 return CheckPermissions(av, callerID); 363 return CheckPermissions(av, callerID);
364 }
360 else 365 else
366 {
361 return false; 367 return false;
368 }
362 } 369 }
363 } 370 }
364 371
@@ -370,7 +377,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
370 /// <returns>true if they do, false if they don't.</returns> 377 /// <returns>true if they do, false if they don't.</returns>
371 private bool CheckPermissions(NPCAvatar av, UUID callerID) 378 private bool CheckPermissions(NPCAvatar av, UUID callerID)
372 { 379 {
373 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 380 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
374 } 381 }
375 } 382 }
376} 383}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5b743e8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1414
1415 if (prim_geom != IntPtr.Zero)
1416 {
1417 if (m_NoColide)
1418 {
1419 d.GeomSetCategoryBits(prim_geom, 0);
1420 d.GeomSetCollideBits(prim_geom, 0);
1421 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3798 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..c32cf38 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 66 void releasePinned();
66 void Append(IMesh newMesh); 67 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 68 void TransformLinear(float[,] matrix, float[] offset);
69 Vector3 GetCentroid();
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..aaeae86 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -59,15 +59,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 59 public Vector3 Position;
60 public Vector3 SurfaceNormal; 60 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 61 public float PenetrationDepth;
62 public float RelativeSpeed;
62 63
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 64 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 65 {
65 Position = position; 66 Position = position;
66 SurfaceNormal = surfaceNormal; 67 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 68 PenetrationDepth = penetrationDepth;
69 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 70 }
69 } 71 }
70 72
73 public struct ContactData
74 {
75 public float mu;
76 public float bounce;
77 public bool softcolide;
78
79 public ContactData(float _mu, float _bounce, bool _softcolide)
80 {
81 mu = _mu;
82 bounce = _bounce;
83 softcolide = _softcolide;
84 }
85 }
71 /// <summary> 86 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 87 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 88 /// </summary>
@@ -135,6 +150,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 150 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 151 public event CollisionUpdate OnCollisionUpdate;
137 152
153 public virtual void SetVehicle(object vdata) { }
154
138 public event OutOfBounds OnOutOfBounds; 155 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 156#pragma warning restore 67
140 157
@@ -142,11 +159,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 159 {
143 get { return new NullPhysicsActor(); } 160 get { return new NullPhysicsActor(); }
144 } 161 }
162
163 public virtual bool Building { get; set; }
164
165 public virtual void getContactData(ref ContactData cdata)
166 {
167 cdata.mu = 0;
168 cdata.bounce = 0;
169 }
145 170
146 public abstract bool Stopped { get; } 171 public abstract bool Stopped { get; }
147 172
148 public abstract Vector3 Size { get; set; } 173 public abstract Vector3 Size { get; set; }
149 174
175 public virtual bool Phantom { get; set; }
176
177 public virtual bool IsVolumeDtc
178 {
179 get { return false; }
180 set { return; }
181 }
182
183 public virtual byte PhysicsShapeType { get; set; }
184
150 public abstract PrimitiveBaseShape Shape { set; } 185 public abstract PrimitiveBaseShape Shape { set; }
151 186
152 uint m_baseLocalID; 187 uint m_baseLocalID;
@@ -195,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 230 }
196 } 231 }
197 232
233 public virtual byte[] Serialize(bool PhysIsRunning)
234 {
235 return new byte[0];
236 }
237
198 public virtual void RaiseOutOfBounds(Vector3 pos) 238 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 239 {
200 // Make a temporary copy of the event to avoid possibility of 240 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +262,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 262 {
223 } 263 }
224 264
265 public virtual float Density { get; set; }
266 public virtual float GravModifier { get; set; }
267 public virtual float Friction { get; set; }
268 public virtual float Bounce { get; set; }
269
225 /// <summary> 270 /// <summary>
226 /// Position of this actor. 271 /// Position of this actor.
227 /// </summary> 272 /// </summary>
@@ -249,6 +294,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 294 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 295 public abstract Vector3 CenterOfMass { get; }
251 296
297 public virtual Vector3 OOBsize
298 {
299 get
300 {
301 Vector3 s=Size;
302 s.X *=0.5f;
303 s.Y *=0.5f;
304 s.Z *=0.5f;
305 return s;
306 }
307 }
308
309 public virtual Vector3 OOBoffset
310 {
311 get
312 {
313 return Vector3.Zero;
314 }
315 }
316
317 public virtual float OOBRadiusSQ
318 {
319 get
320 {
321 return Size.LengthSquared() * 0.25f; // ((0.5^2)
322 }
323 }
324
252 /// <summary> 325 /// <summary>
253 /// Velocity of this actor. 326 /// Velocity of this actor.
254 /// </summary> 327 /// </summary>
@@ -384,7 +457,6 @@ namespace OpenSim.Region.Physics.Manager
384 457
385 public override void VehicleFloatParam(int param, float value) 458 public override void VehicleFloatParam(int param, float value)
386 { 459 {
387
388 } 460 }
389 461
390 public override void VehicleVectorParam(int param, Vector3 value) 462 public override void VehicleVectorParam(int param, Vector3 value)
@@ -554,5 +626,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 626 {
555 return false; 627 return false;
556 } 628 }
629
557 } 630 }
558} 631}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index b32cd30..cfede55 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 /// <summary> 74 /// <summary>
47 /// Contact result from a raycast. 75 /// Contact result from a raycast.
48 /// </summary> 76 /// </summary>
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager
54 public Vector3 Normal; 82 public Vector3 Normal;
55 } 83 }
56 84
85
86
57 public abstract class PhysicsScene 87 public abstract class PhysicsScene
58 { 88 {
59// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 89// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -125,6 +155,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 155 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 156 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 157
158 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
159 uint localid, byte[] sdata)
160 {
161 return null;
162 }
163
164 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
165 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
166 {
167 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
168 }
169
170
171 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
172 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
173 {
174 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
175 }
176
128 public virtual float TimeDilation 177 public virtual float TimeDilation
129 { 178 {
130 get { return 1.0f; } 179 get { return 1.0f; }
@@ -236,7 +285,7 @@ namespace OpenSim.Region.Physics.Manager
236 } 285 }
237 286
238 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 287 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
239 288 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
240 public virtual void UnCombine(PhysicsScene pScene) {} 289 public virtual void UnCombine(PhysicsScene pScene) {}
241 290
242 /// <summary> 291 /// <summary>
@@ -274,5 +323,23 @@ namespace OpenSim.Region.Physics.Manager
274 { 323 {
275 return new List<ContactResult>(); 324 return new List<ContactResult>();
276 } 325 }
326
327 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
328 {
329 return null;
330 }
331
332 public virtual bool SuportsRaycastWorldFiltered()
333 {
334 return false;
335 }
336
337 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
338 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
339 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
340 {
341 return new List<ContactResult>();
342 }
343
277 } 344 }
278} 345}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0716214..a41c856 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -601,8 +601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
601 break; 601 break;
602 602
603 case HollowShape.Circle: 603 case HollowShape.Circle:
604 // Hollow shape is a perfect cyllinder in respect to the cube's scale 604 // Hollow shape is a perfect cylinder in respect to the cube's scale
605 // Cyllinder hollow volume calculation 605 // Cylinder hollow volume calculation
606 606
607 hollowVolume *= 0.1963495f * 3.07920140172638f; 607 hollowVolume *= 0.1963495f * 3.07920140172638f;
608 break; 608 break;
@@ -2827,7 +2827,7 @@ Console.WriteLine(" JointCreateFixed");
2827 } 2827 }
2828 public override bool PIDActive { set { m_usePID = value; } } 2828 public override bool PIDActive { set { m_usePID = value; } }
2829 public override float PIDTau { set { m_PIDTau = value; } } 2829 public override float PIDTau { set { m_PIDTau = value; } }
2830 2830
2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..6e4e41f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1470 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 private bool m_freemove = false;
107 // private CollisionLocker ode;
108
109 private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 public int m_eventsubscription = 0;
132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
135
136 // unique UUID of this character object
137 public UUID m_uuid;
138 public bool bad = false;
139
140 float mu;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 // force lower density for testing
173 m_density = 3.0f;
174
175
176 mu = parent_scene.AvatarFriction;
177
178 walkDivisor = walk_divisor;
179 runDivisor = rundivisor;
180
181 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
182 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
183
184 m_isPhysical = false; // current status: no ODE information exists
185
186 m_name = avName;
187
188 AddChange(changes.Add, null);
189 }
190
191 public override int PhysicsActorType
192 {
193 get { return (int)ActorTypes.Agent; }
194 set { return; }
195 }
196
197 public override void getContactData(ref ContactData cdata)
198 {
199 cdata.mu = mu;
200 cdata.bounce = 0;
201 cdata.softcolide = false;
202 }
203
204 public override bool Building { get; set; }
205
206 /// <summary>
207 /// If this is set, the avatar will move faster
208 /// </summary>
209 public override bool SetAlwaysRun
210 {
211 get { return m_alwaysRun; }
212 set { m_alwaysRun = value; }
213 }
214
215 public override uint LocalID
216 {
217 set { m_localID = value; }
218 }
219
220 public override bool Grabbed
221 {
222 set { return; }
223 }
224
225 public override bool Selected
226 {
227 set { return; }
228 }
229
230 public override float Buoyancy
231 {
232 get { return m_buoyancy; }
233 set { m_buoyancy = value; }
234 }
235
236 public override bool FloatOnWater
237 {
238 set { return; }
239 }
240
241 public override bool IsPhysical
242 {
243 get { return m_isPhysical; }
244 set { return; }
245 }
246
247 public override bool ThrottleUpdates
248 {
249 get { return false; }
250 set { return; }
251 }
252
253 public override bool Flying
254 {
255 get { return flying; }
256 set
257 {
258 flying = value;
259 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
260 }
261 }
262
263 /// <summary>
264 /// Returns if the avatar is colliding in general.
265 /// This includes the ground and objects and avatar.
266 /// </summary>
267 public override bool IsColliding
268 {
269 get { return (m_iscolliding || m_iscollidingGround); }
270 set
271 {
272 if (value)
273 {
274 m_colliderfilter += 2;
275 if (m_colliderfilter > 2)
276 m_colliderfilter = 2;
277 }
278 else
279 {
280 m_colliderfilter--;
281 if (m_colliderfilter < 0)
282 m_colliderfilter = 0;
283 }
284
285 if (m_colliderfilter == 0)
286 m_iscolliding = false;
287 else
288 {
289 m_pidControllerActive = true;
290 m_iscolliding = true;
291 }
292 }
293 }
294
295 /// <summary>
296 /// Returns if an avatar is colliding with the ground
297 /// </summary>
298 public override bool CollidingGround
299 {
300 get { return m_iscollidingGround; }
301 set
302 {
303 /* we now control this
304 if (value)
305 {
306 m_colliderGroundfilter += 2;
307 if (m_colliderGroundfilter > 2)
308 m_colliderGroundfilter = 2;
309 }
310 else
311 {
312 m_colliderGroundfilter--;
313 if (m_colliderGroundfilter < 0)
314 m_colliderGroundfilter = 0;
315 }
316
317 if (m_colliderGroundfilter == 0)
318 m_iscollidingGround = false;
319 else
320 m_iscollidingGround = true;
321 */
322 }
323
324 }
325
326 /// <summary>
327 /// Returns if the avatar is colliding with an object
328 /// </summary>
329 public override bool CollidingObj
330 {
331 get { return m_iscollidingObj; }
332 set
333 {
334 // Ubit filter this also
335 if (value)
336 {
337 m_colliderObjectfilter += 2;
338 if (m_colliderObjectfilter > 2)
339 m_colliderObjectfilter = 2;
340 }
341 else
342 {
343 m_colliderObjectfilter--;
344 if (m_colliderObjectfilter < 0)
345 m_colliderObjectfilter = 0;
346 }
347
348 if (m_colliderObjectfilter == 0)
349 m_iscollidingObj = false;
350 else
351 m_iscollidingObj = true;
352
353 // m_iscollidingObj = value;
354
355 if (m_iscollidingObj)
356 m_pidControllerActive = false;
357 else
358 m_pidControllerActive = true;
359 }
360 }
361
362 /// <summary>
363 /// turn the PID controller on or off.
364 /// The PID Controller will turn on all by itself in many situations
365 /// </summary>
366 /// <param name="status"></param>
367 public void SetPidStatus(bool status)
368 {
369 m_pidControllerActive = status;
370 }
371
372 public override bool Stopped
373 {
374 get { return _zeroFlag; }
375 }
376
377 /// <summary>
378 /// This 'puts' an avatar somewhere in the physics space.
379 /// Not really a good choice unless you 'know' it's a good
380 /// spot otherwise you're likely to orbit the avatar.
381 /// </summary>
382 public override Vector3 Position
383 {
384 get { return _position; }
385 set
386 {
387 if (value.IsFinite())
388 {
389 if (value.Z > 9999999f)
390 {
391 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
392 }
393 if (value.Z < -100f)
394 {
395 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
396 }
397 AddChange(changes.Position, value);
398 }
399 else
400 {
401 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
402 }
403 }
404 }
405
406 public override Vector3 RotationalVelocity
407 {
408 get { return m_rotationalVelocity; }
409 set { m_rotationalVelocity = value; }
410 }
411
412 /// <summary>
413 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
414 /// and use it to offset landings properly
415 /// </summary>
416 public override Vector3 Size
417 {
418 get {
419 float d = CAPSULE_RADIUS * 2;
420 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
421 set
422 {
423 if (value.IsFinite())
424 {
425 AddChange(changes.Size, value);
426 }
427 else
428 {
429 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
430 }
431 }
432 }
433
434 /// <summary>
435 /// This creates the Avatar's physical Surrogate at the position supplied
436 /// </summary>
437 /// <param name="npositionX"></param>
438 /// <param name="npositionY"></param>
439 /// <param name="npositionZ"></param>
440
441 //
442 /// <summary>
443 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
444 /// This may be used in calculations in the scene/scenepresence
445 /// </summary>
446 public override float Mass
447 {
448 get
449 {
450 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
451 return m_density * AVvolume;
452 }
453 }
454 public override void link(PhysicsActor obj)
455 {
456
457 }
458
459 public override void delink()
460 {
461
462 }
463
464 public override void LockAngularMotion(Vector3 axis)
465 {
466
467 }
468
469
470 public override Vector3 Force
471 {
472 get { return _target_velocity; }
473 set { return; }
474 }
475
476 public override int VehicleType
477 {
478 get { return 0; }
479 set { return; }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get
510 {
511 Vector3 pos = _position;
512 return pos;
513 }
514 }
515
516 public override Vector3 GeometricCenter
517 {
518 get
519 {
520 Vector3 pos = _position;
521 return pos;
522 }
523 }
524
525 public override PrimitiveBaseShape Shape
526 {
527 set { return; }
528 }
529
530 public override Vector3 Velocity
531 {
532 get
533 {
534 return _velocity;
535 }
536 set
537 {
538 if (value.IsFinite())
539 {
540 AddChange(changes.Velocity, value);
541 }
542 else
543 {
544 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
545 }
546 }
547 }
548
549 public override Vector3 Torque
550 {
551 get { return Vector3.Zero; }
552 set { return; }
553 }
554
555 public override float CollisionScore
556 {
557 get { return 0f; }
558 set { }
559 }
560
561 public override bool Kinematic
562 {
563 get { return false; }
564 set { }
565 }
566
567 public override Quaternion Orientation
568 {
569 get { return Quaternion.Identity; }
570 set
571 {
572 }
573 }
574
575 public override Vector3 Acceleration
576 {
577 get { return _acceleration; }
578 set { }
579 }
580
581 public void SetAcceleration(Vector3 accel)
582 {
583 m_pidControllerActive = true;
584 _acceleration = accel;
585 }
586
587 /// <summary>
588 /// Adds the force supplied to the Target Velocity
589 /// The PID controller takes this target velocity and tries to make it a reality
590 /// </summary>
591 /// <param name="force"></param>
592 public override void AddForce(Vector3 force, bool pushforce)
593 {
594 if (force.IsFinite())
595 {
596 if (pushforce)
597 {
598 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
599 }
600 else
601 {
602 AddChange(changes.Velocity, force);
603 }
604 }
605 else
606 {
607 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
608 }
609 //m_lastUpdateSent = false;
610 }
611
612 public override void AddAngularForce(Vector3 force, bool pushforce)
613 {
614
615 }
616
617 public override void SetMomentum(Vector3 momentum)
618 {
619 if (momentum.IsFinite())
620 AddChange(changes.Momentum, momentum);
621 }
622
623
624 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
625 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
626 // place that is safe to call this routine AvatarGeomAndBodyCreation.
627 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
628 {
629 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
630 if (CAPSULE_LENGTH <= 0)
631 {
632 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
633 CAPSULE_LENGTH = 0.01f;
634
635 }
636
637 if (CAPSULE_RADIUS <= 0)
638 {
639 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
640 CAPSULE_RADIUS = 0.01f;
641
642 }
643 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
644
645 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
646 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
647
648 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
649
650 m_mass = ShellMass.mass; // update mass
651
652 // rescale PID parameters
653 PID_D = _parent_scene.avPIDD;
654 PID_P = _parent_scene.avPIDP;
655
656 // rescale PID parameters so that this aren't affected by mass
657 // and so don't get unstable for some masses
658 // also scale by ode time step so you don't need to refix them
659
660 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
661 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
662 PID_P /= 50 * 80;
663 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
664
665 Body = d.BodyCreate(_parent_scene.world);
666
667 _zeroFlag = false;
668 m_pidControllerActive = true;
669 m_freemove = false;
670
671 d.BodySetAutoDisableFlag(Body, false);
672 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
673
674 _position.X = npositionX;
675 _position.Y = npositionY;
676 _position.Z = npositionZ;
677
678 d.BodySetMass(Body, ref ShellMass);
679 d.GeomSetBody(Shell, Body);
680
681 // The purpose of the AMotor here is to keep the avatar's physical
682 // surrogate from rotating while moving
683 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
684 d.JointAttach(Amotor, Body, IntPtr.Zero);
685
686 d.JointSetAMotorMode(Amotor, 0);
687 d.JointSetAMotorNumAxes(Amotor, 3);
688 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
689 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
690 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
691
692 d.JointSetAMotorAngle(Amotor, 0, 0);
693 d.JointSetAMotorAngle(Amotor, 1, 0);
694 d.JointSetAMotorAngle(Amotor, 2, 0);
695
696 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
697 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
698 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
699 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
700 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
701 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
702
703 // These lowstops and high stops are effectively (no wiggle room)
704 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
708 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
709 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
710
711 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
712 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
713 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
718 }
719
720 /// <summary>
721 /// Destroys the avatar body and geom
722
723 private void AvatarGeomAndBodyDestroy()
724 {
725 // Kill the Amotor
726 if (Amotor != IntPtr.Zero)
727 {
728 d.JointDestroy(Amotor);
729 Amotor = IntPtr.Zero;
730 }
731
732 if (Body != IntPtr.Zero)
733 {
734 //kill the body
735 d.BodyDestroy(Body);
736 Body = IntPtr.Zero;
737 }
738
739 //kill the Geometry
740 if (Shell != IntPtr.Zero)
741 {
742 _parent_scene.geom_name_map.Remove(Shell);
743 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
744 d.GeomDestroy(Shell);
745 Shell = IntPtr.Zero;
746 }
747 }
748
749 /// <summary>
750 /// Called from Simulate
751 /// This is the avatar's movement control + PID Controller
752 /// </summary>
753 /// <param name="timeStep"></param>
754 public void Move(float timeStep, List<OdeCharacter> defects)
755 {
756 if (Body == IntPtr.Zero)
757 return;
758
759 d.Vector3 dtmp = d.BodyGetPosition(Body);
760 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
761
762 // the Amotor still lets avatar rotation to drift during colisions
763 // so force it back to identity
764
765 d.Quaternion qtmp;
766 qtmp.W = 1;
767 qtmp.X = 0;
768 qtmp.Y = 0;
769 qtmp.Z = 0;
770 d.BodySetQuaternion(Body, ref qtmp);
771
772 if (m_pidControllerActive == false)
773 {
774 _zeroPosition = localpos;
775 }
776
777 if (!localpos.IsFinite())
778 {
779 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
780 defects.Add(this);
781 // _parent_scene.RemoveCharacter(this);
782
783 // destroy avatar capsule and related ODE data
784 AvatarGeomAndBodyDestroy();
785 return;
786 }
787
788 // check outbounds forcing to be in world
789 bool fixbody = false;
790 if (localpos.X < 0.0f)
791 {
792 fixbody = true;
793 localpos.X = 0.1f;
794 }
795 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
796 {
797 fixbody = true;
798 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
799 }
800 if (localpos.Y < 0.0f)
801 {
802 fixbody = true;
803 localpos.Y = 0.1f;
804 }
805 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
806 {
807 fixbody = true;
808 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
809 }
810 if (fixbody)
811 {
812 m_freemove = false;
813 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
814 }
815
816 float breakfactor;
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821 float velLengthSquared = vel.LengthSquared();
822
823 float movementdivisor = 1f;
824 //Ubit change divisions into multiplications below
825 if (!m_alwaysRun)
826 movementdivisor = 1 / walkDivisor;
827 else
828 movementdivisor = 1 / runDivisor;
829
830 //******************************************
831 // colide with land
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 if (depth < 0.1f)
859 {
860 m_colliderGroundfilter++;
861 if (m_colliderGroundfilter > 2)
862 {
863 m_iscolliding = true;
864 m_colliderfilter = 2;
865
866 if (m_colliderGroundfilter > 10)
867 {
868 m_colliderGroundfilter = 10;
869 m_freemove = false;
870 }
871
872 m_iscollidingGround = true;
873
874 ContactPoint contact = new ContactPoint();
875 contact.PenetrationDepth = depth;
876 contact.Position.X = localpos.X;
877 contact.Position.Y = localpos.Y;
878 contact.Position.Z = chrminZ;
879 contact.SurfaceNormal.X = 0f;
880 contact.SurfaceNormal.Y = 0f;
881 contact.SurfaceNormal.Z = -1f;
882 contact.RelativeSpeed = -vel.Z;
883 AddCollisionEvent(0, contact);
884
885 vec.Z *= 0.5f;
886 }
887 }
888
889 else
890 {
891 m_colliderGroundfilter = 0;
892 m_iscollidingGround = false;
893 }
894 }
895 else
896 {
897 m_colliderGroundfilter = 0;
898 m_iscollidingGround = false;
899 }
900
901 //******************************************
902
903 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
904
905 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
906 if (!tviszero)
907 m_freemove = false;
908
909 if (!m_freemove)
910 {
911
912 // if velocity is zero, use position control; otherwise, velocity control
913 if (tviszero && m_iscolliding)
914 {
915 // keep track of where we stopped. No more slippin' & slidin'
916 if (!_zeroFlag)
917 {
918 _zeroFlag = true;
919 _zeroPosition = localpos;
920 }
921 if (m_pidControllerActive)
922 {
923 // We only want to deactivate the PID Controller if we think we want to have our surrogate
924 // react to the physics scene by moving it's position.
925 // Avatar to Avatar collisions
926 // Prim to avatar collisions
927
928 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
929 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
930 if (flying)
931 {
932 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
933 }
934 }
935 //PidStatus = true;
936 }
937 else
938 {
939 m_pidControllerActive = true;
940 _zeroFlag = false;
941
942 if (m_iscolliding)
943 {
944 if (!flying)
945 {
946 if (_target_velocity.Z > 0.0f)
947 {
948 // We're colliding with something and we're not flying but we're moving
949 // This means we're walking or running. JUMPING
950 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
951 }
952 // We're standing on something
953 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
954 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
955 }
956 else
957 {
958 // We're flying and colliding with something
959 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
960 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
961 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
962 }
963 }
964 else // ie not colliding
965 {
966 if (flying) //(!m_iscolliding && flying)
967 {
968 // we're in mid air suspended
969 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
970 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
971 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
972 }
973
974 else
975 {
976 // we're not colliding and we're not flying so that means we're falling!
977 // m_iscolliding includes collisions with the ground.
978
979 // d.Vector3 pos = d.BodyGetPosition(Body);
980 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
981 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
982 }
983 }
984 }
985
986 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
987 {
988 breakfactor = 0.16f * m_mass;
989 vec.X -= breakfactor * vel.X;
990 vec.Y -= breakfactor * vel.Y;
991 vec.Z -= breakfactor * vel.Z;
992 }
993 }
994 else
995 {
996 breakfactor = m_mass;
997 vec.X -= breakfactor * vel.X;
998 vec.Y -= breakfactor * vel.Y;
999 if (flying)
1000 vec.Z -= breakfactor * vel.Z;
1001 else
1002 vec.Z -= .5f* m_mass * vel.Z;
1003 }
1004
1005 if (flying)
1006 {
1007 vec.Z -= _parent_scene.gravityz * m_mass;
1008
1009 //Added for auto fly height. Kitto Flora
1010 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1011
1012 if (localpos.Z < target_altitude)
1013 {
1014 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1015 }
1016 // end add Kitto Flora
1017 }
1018
1019 if (vec.IsFinite())
1020 {
1021 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1022 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1023 }
1024 else
1025 {
1026 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1027 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1028 defects.Add(this);
1029 // _parent_scene.RemoveCharacter(this);
1030 // destroy avatar capsule and related ODE data
1031 AvatarGeomAndBodyDestroy();
1032 return;
1033 }
1034
1035 // update our local ideia of position velocity and aceleration
1036 _position = localpos;
1037 if (_zeroFlag)
1038 {
1039 _velocity = Vector3.Zero;
1040 _acceleration = Vector3.Zero;
1041 }
1042 else
1043 {
1044 _acceleration = _velocity; // previus velocity
1045 _velocity = vel;
1046 _acceleration = (vel - _acceleration) / timeStep;
1047 }
1048
1049 }
1050
1051 /// <summary>
1052 /// Updates the reported position and velocity.
1053 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1054 /// also outbounds checking
1055 /// copy and outbounds now done in move(..) at ode rate
1056 ///
1057 /// </summary>
1058 public void UpdatePositionAndVelocity()
1059 {
1060 return;
1061
1062// if (Body == IntPtr.Zero)
1063// return;
1064
1065 }
1066
1067 /// <summary>
1068 /// Cleanup the things we use in the scene.
1069 /// </summary>
1070 public void Destroy()
1071 {
1072 AddChange(changes.Remove, null);
1073 }
1074
1075 public override void CrossingFailure()
1076 {
1077 }
1078
1079 public override Vector3 PIDTarget { set { return; } }
1080 public override bool PIDActive { set { return; } }
1081 public override float PIDTau { set { return; } }
1082
1083 public override float PIDHoverHeight { set { return; } }
1084 public override bool PIDHoverActive { set { return; } }
1085 public override PIDHoverType PIDHoverType { set { return; } }
1086 public override float PIDHoverTau { set { return; } }
1087
1088 public override Quaternion APIDTarget { set { return; } }
1089
1090 public override bool APIDActive { set { return; } }
1091
1092 public override float APIDStrength { set { return; } }
1093
1094 public override float APIDDamping { set { return; } }
1095
1096
1097 public override void SubscribeEvents(int ms)
1098 {
1099 m_eventsubscription = ms;
1100 m_cureventsubscription = 0;
1101 if (CollisionEventsThisFrame == null)
1102 CollisionEventsThisFrame = new CollisionEventUpdate();
1103 SentEmptyCollisionsEvent = false;
1104 }
1105
1106 public override void UnSubscribeEvents()
1107 {
1108 if (CollisionEventsThisFrame != null)
1109 {
1110 CollisionEventsThisFrame.Clear();
1111 CollisionEventsThisFrame = null;
1112 }
1113 m_eventsubscription = 0;
1114 }
1115
1116 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1117 {
1118 if (CollisionEventsThisFrame == null)
1119 CollisionEventsThisFrame = new CollisionEventUpdate();
1120 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1121 _parent_scene.AddCollisionEventReporting(this);
1122 }
1123
1124 public void SendCollisions()
1125 {
1126 if (CollisionEventsThisFrame == null)
1127 return;
1128
1129 if (m_cureventsubscription < m_eventsubscription)
1130 return;
1131
1132 m_cureventsubscription = 0;
1133
1134 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1135
1136 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1137 {
1138 base.SendCollisionUpdate(CollisionEventsThisFrame);
1139
1140 if (ncolisions == 0)
1141 {
1142 SentEmptyCollisionsEvent = true;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 }
1145 else
1146 {
1147 SentEmptyCollisionsEvent = false;
1148 CollisionEventsThisFrame.Clear();
1149 }
1150 }
1151 }
1152
1153 internal void AddCollisionFrameTime(int t)
1154 {
1155 // protect it from overflow crashing
1156 if (m_cureventsubscription < 50000)
1157 m_cureventsubscription += t;
1158 }
1159
1160 public override bool SubscribedEvents()
1161 {
1162 if (m_eventsubscription > 0)
1163 return true;
1164 return false;
1165 }
1166
1167 private void changePhysicsStatus(bool NewStatus)
1168 {
1169 if (NewStatus != m_isPhysical)
1170 {
1171 if (NewStatus)
1172 {
1173 // Create avatar capsule and related ODE data
1174 if ((Shell != IntPtr.Zero))
1175 {
1176 // a lost shell ?
1177 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1178 + (Shell != IntPtr.Zero ? "Shell " : "")
1179 + (Body != IntPtr.Zero ? "Body " : "")
1180 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1181 AvatarGeomAndBodyDestroy();
1182 }
1183
1184 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1185 _parent_scene.geom_name_map[Shell] = m_name;
1186 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1187 _parent_scene.AddCharacter(this);
1188 }
1189 else
1190 {
1191 _parent_scene.RemoveCharacter(this);
1192 // destroy avatar capsule and related ODE data
1193 AvatarGeomAndBodyDestroy();
1194 }
1195 m_freemove = false;
1196 m_isPhysical = NewStatus;
1197 }
1198 }
1199
1200 private void changeAdd()
1201 {
1202 changePhysicsStatus(true);
1203 }
1204
1205 private void changeRemove()
1206 {
1207 changePhysicsStatus(false);
1208 }
1209
1210 private void changeShape(PrimitiveBaseShape arg)
1211 {
1212 }
1213
1214 private void changeSize(Vector3 Size)
1215 {
1216 if (Size.IsFinite())
1217 {
1218 float caplen = Size.Z;
1219
1220 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1221
1222 if (caplen != CAPSULE_LENGTH)
1223 {
1224 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1225 {
1226 AvatarGeomAndBodyDestroy();
1227
1228 float prevCapsule = CAPSULE_LENGTH;
1229 CAPSULE_LENGTH = caplen;
1230
1231 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1232 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1233
1234 Velocity = Vector3.Zero;
1235
1236 _parent_scene.geom_name_map[Shell] = m_name;
1237 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1238 }
1239 else
1240 {
1241 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1242 + (Shell == IntPtr.Zero ? "Shell " : "")
1243 + (Body == IntPtr.Zero ? "Body " : "")
1244 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1245 }
1246 }
1247 m_freemove = false;
1248 m_pidControllerActive = true;
1249 }
1250 else
1251 {
1252 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1253 }
1254 }
1255
1256 private void changePosition( Vector3 newPos)
1257 {
1258 if (Body != IntPtr.Zero)
1259 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1260 _position = newPos;
1261 m_freemove = false;
1262 m_pidControllerActive = true;
1263 }
1264
1265 private void changeOrientation(Quaternion newOri)
1266 {
1267 }
1268
1269 private void changeVelocity(Vector3 newVel)
1270 {
1271 m_pidControllerActive = true;
1272 m_freemove = false;
1273 _target_velocity = newVel;
1274 }
1275
1276 private void changeSetTorque(Vector3 newTorque)
1277 {
1278 }
1279
1280 private void changeAddForce(Vector3 newForce)
1281 {
1282 }
1283
1284 private void changeAddAngularForce(Vector3 arg)
1285 {
1286 }
1287
1288 private void changeAngularLock(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeFloatOnWater(bool arg)
1293 {
1294 }
1295
1296 private void changeVolumedetetion(bool arg)
1297 {
1298 }
1299
1300 private void changeSelectedStatus(bool arg)
1301 {
1302 }
1303
1304 private void changeDisable(bool arg)
1305 {
1306 }
1307
1308 private void changeBuilding(bool arg)
1309 {
1310 }
1311
1312 private void setFreeMove()
1313 {
1314 m_pidControllerActive = true;
1315 _zeroFlag = false;
1316 _target_velocity = Vector3.Zero;
1317 m_freemove = true;
1318 m_colliderfilter = -2;
1319 m_colliderObjectfilter = -2;
1320 m_colliderGroundfilter = -2;
1321
1322 m_iscolliding = false;
1323 m_iscollidingGround = false;
1324 m_iscollidingObj = false;
1325
1326 CollisionEventsThisFrame.Clear();
1327 }
1328
1329 private void changeForce(Vector3 newForce)
1330 {
1331 setFreeMove();
1332
1333 if (Body != IntPtr.Zero)
1334 {
1335 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1336 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1337 }
1338 }
1339
1340 // for now momentum is actually velocity
1341 private void changeMomentum(Vector3 newmomentum)
1342 {
1343 _velocity = newmomentum;
1344 setFreeMove();
1345
1346 if (Body != IntPtr.Zero)
1347 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1348 }
1349
1350 private void donullchange()
1351 {
1352 }
1353
1354 public bool DoAChange(changes what, object arg)
1355 {
1356 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1357 {
1358 return false;
1359 }
1360
1361 // nasty switch
1362 switch (what)
1363 {
1364 case changes.Add:
1365 changeAdd();
1366 break;
1367 case changes.Remove:
1368 changeRemove();
1369 break;
1370
1371 case changes.Position:
1372 changePosition((Vector3)arg);
1373 break;
1374
1375 case changes.Orientation:
1376 changeOrientation((Quaternion)arg);
1377 break;
1378
1379 case changes.PosOffset:
1380 donullchange();
1381 break;
1382
1383 case changes.OriOffset:
1384 donullchange();
1385 break;
1386
1387 case changes.Velocity:
1388 changeVelocity((Vector3)arg);
1389 break;
1390
1391 // case changes.Acceleration:
1392 // changeacceleration((Vector3)arg);
1393 // break;
1394 // case changes.AngVelocity:
1395 // changeangvelocity((Vector3)arg);
1396 // break;
1397
1398 case changes.Force:
1399 changeForce((Vector3)arg);
1400 break;
1401
1402 case changes.Torque:
1403 changeSetTorque((Vector3)arg);
1404 break;
1405
1406 case changes.AddForce:
1407 changeAddForce((Vector3)arg);
1408 break;
1409
1410 case changes.AddAngForce:
1411 changeAddAngularForce((Vector3)arg);
1412 break;
1413
1414 case changes.AngLock:
1415 changeAngularLock((Vector3)arg);
1416 break;
1417
1418 case changes.Size:
1419 changeSize((Vector3)arg);
1420 break;
1421
1422 case changes.Momentum:
1423 changeMomentum((Vector3)arg);
1424 break;
1425/* not in use for now
1426 case changes.Shape:
1427 changeShape((PrimitiveBaseShape)arg);
1428 break;
1429
1430 case changes.CollidesWater:
1431 changeFloatOnWater((bool)arg);
1432 break;
1433
1434 case changes.VolumeDtc:
1435 changeVolumedetetion((bool)arg);
1436 break;
1437
1438 case changes.Physical:
1439 changePhysicsStatus((bool)arg);
1440 break;
1441
1442 case changes.Selected:
1443 changeSelectedStatus((bool)arg);
1444 break;
1445
1446 case changes.disabled:
1447 changeDisable((bool)arg);
1448 break;
1449
1450 case changes.building:
1451 changeBuilding((bool)arg);
1452 break;
1453*/
1454 case changes.Null:
1455 donullchange();
1456 break;
1457
1458 default:
1459 donullchange();
1460 break;
1461 }
1462 return false;
1463 }
1464
1465 public void AddChange(changes what, object arg)
1466 {
1467 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1468 }
1469 }
1470}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..e27be1e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1083 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140 public float FrictionFactor
141 {
142 get
143 {
144 return m_ffactor;
145 }
146 }
147
148 public ODEDynamics(OdePrim rootp)
149 {
150 rootPrim = rootp;
151 _pParentScene = rootPrim._parent_scene;
152 m_timestep = _pParentScene.ODE_STEPSIZE;
153 m_invtimestep = 1.0f / m_timestep;
154 }
155
156 public void DoSetVehicle(VehicleData vd)
157 {
158 m_type = vd.m_type;
159 m_flags = vd.m_flags;
160
161
162 // Linear properties
163 m_linearMotorDirection = vd.m_linearMotorDirection;
164
165 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
166 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
167 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
168 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
169
170 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
171 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
172 m_linearMotorDecayTimescale += 0.2f;
173 m_linearMotorDecayTimescale *= m_invtimestep;
174
175 m_linearMotorTimescale = vd.m_linearMotorTimescale;
176 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
177
178 m_linearMotorOffset = vd.m_linearMotorOffset;
179
180 //Angular properties
181 m_angularMotorDirection = vd.m_angularMotorDirection;
182 m_angularMotorTimescale = vd.m_angularMotorTimescale;
183 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
184
185 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
186 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
187 m_angularMotorDecayTimescale *= m_invtimestep;
188
189 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
190 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
191 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
192 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
193
194 //Deflection properties
195 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
196 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
197 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
198
199 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
200 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
201 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
202
203 //Banking properties
204 m_bankingEfficiency = vd.m_bankingEfficiency;
205 m_bankingMix = vd.m_bankingMix;
206 m_bankingTimescale = vd.m_bankingTimescale;
207 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
208
209 //Hover and Buoyancy properties
210 m_VhoverHeight = vd.m_VhoverHeight;
211 m_VhoverEfficiency = vd.m_VhoverEfficiency;
212 m_VhoverTimescale = vd.m_VhoverTimescale;
213 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
214
215 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
216
217 //Attractor properties
218 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
219 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
220 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
221
222 // Axis
223 m_referenceFrame = vd.m_referenceFrame;
224
225 m_lmEfect = 0;
226 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
227 m_amEfect = 0;
228 m_ffactor = 1.0f;
229 }
230
231 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
232 {
233 float len;
234
235 switch (pParam)
236 {
237 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
238 if (pValue < 0f) pValue = 0f;
239 if (pValue > 1f) pValue = 1f;
240 m_angularDeflectionEfficiency = pValue;
241 break;
242 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
243 if (pValue < m_timestep) pValue = m_timestep;
244 m_angularDeflectionTimescale = pValue;
245 break;
246 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
247 if (pValue < m_timestep) pValue = m_timestep;
248 else if (pValue > 120) pValue = 120;
249 m_angularMotorDecayTimescale = pValue * m_invtimestep;
250 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
251 break;
252 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
253 if (pValue < m_timestep) pValue = m_timestep;
254 m_angularMotorTimescale = pValue;
255 break;
256 case Vehicle.BANKING_EFFICIENCY:
257 if (pValue < -1f) pValue = -1f;
258 if (pValue > 1f) pValue = 1f;
259 m_bankingEfficiency = pValue;
260 break;
261 case Vehicle.BANKING_MIX:
262 if (pValue < 0f) pValue = 0f;
263 if (pValue > 1f) pValue = 1f;
264 m_bankingMix = pValue;
265 break;
266 case Vehicle.BANKING_TIMESCALE:
267 if (pValue < m_timestep) pValue = m_timestep;
268 m_bankingTimescale = pValue;
269 break;
270 case Vehicle.BUOYANCY:
271 if (pValue < -1f) pValue = -1f;
272 if (pValue > 1f) pValue = 1f;
273 m_VehicleBuoyancy = pValue;
274 break;
275 case Vehicle.HOVER_EFFICIENCY:
276 if (pValue < 0f) pValue = 0f;
277 if (pValue > 1f) pValue = 1f;
278 m_VhoverEfficiency = pValue;
279 break;
280 case Vehicle.HOVER_HEIGHT:
281 m_VhoverHeight = pValue;
282 break;
283 case Vehicle.HOVER_TIMESCALE:
284 if (pValue < m_timestep) pValue = m_timestep;
285 m_VhoverTimescale = pValue;
286 break;
287 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
288 if (pValue < 0f) pValue = 0f;
289 if (pValue > 1f) pValue = 1f;
290 m_linearDeflectionEfficiency = pValue;
291 break;
292 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
293 if (pValue < m_timestep) pValue = m_timestep;
294 m_linearDeflectionTimescale = pValue;
295 break;
296 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
297 if (pValue < m_timestep) pValue = m_timestep;
298 else if (pValue > 120) pValue = 120;
299 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
300 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
301 break;
302 case Vehicle.LINEAR_MOTOR_TIMESCALE:
303 if (pValue < m_timestep) pValue = m_timestep;
304 m_linearMotorTimescale = pValue;
305 break;
306 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
307 if (pValue < 0f) pValue = 0f;
308 if (pValue > 1f) pValue = 1f;
309 m_verticalAttractionEfficiency = pValue;
310 break;
311 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
312 if (pValue < m_timestep) pValue = m_timestep;
313 m_verticalAttractionTimescale = pValue;
314 break;
315
316 // These are vector properties but the engine lets you use a single float value to
317 // set all of the components to the same value
318 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
319 if (pValue < m_timestep) pValue = m_timestep;
320 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
321 break;
322 case Vehicle.ANGULAR_MOTOR_DIRECTION:
323 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
324 len = m_angularMotorDirection.Length();
325 if (len > 12.566f)
326 m_angularMotorDirection *= (12.566f / len);
327
328 m_amEfect = 1.0f ; // turn it on
329 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
330
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_FRICTION_TIMESCALE:
336 if (pValue < m_timestep) pValue = m_timestep;
337 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
338 break;
339 case Vehicle.LINEAR_MOTOR_DIRECTION:
340 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
341 len = m_linearMotorDirection.Length();
342 if (len > 100.0f)
343 m_linearMotorDirection *= (100.0f / len);
344
345 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
346 m_lmEfect = 1.0f; // turn it on
347
348 m_ffactor = 0.01f;
349 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
350 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
351 d.BodyEnable(rootPrim.Body);
352 break;
353 case Vehicle.LINEAR_MOTOR_OFFSET:
354 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
355 len = m_linearMotorOffset.Length();
356 if (len > 100.0f)
357 m_linearMotorOffset *= (100.0f / len);
358 break;
359 }
360 }//end ProcessFloatVehicleParam
361
362 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
363 {
364 float len;
365
366 switch (pParam)
367 {
368 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
369 if (pValue.X < m_timestep) pValue.X = m_timestep;
370 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
371 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
372
373 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.ANGULAR_MOTOR_DIRECTION:
376 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 // Limit requested angular speed to 2 rps= 4 pi rads/sec
378 len = m_angularMotorDirection.Length();
379 if (len > 12.566f)
380 m_angularMotorDirection *= (12.566f / len);
381
382 m_amEfect = 1.0f; // turn it on
383 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
384
385 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
386 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
387 d.BodyEnable(rootPrim.Body);
388 break;
389 case Vehicle.LINEAR_FRICTION_TIMESCALE:
390 if (pValue.X < m_timestep) pValue.X = m_timestep;
391 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
392 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
393 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 case Vehicle.LINEAR_MOTOR_DIRECTION:
396 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
397 len = m_linearMotorDirection.Length();
398 if (len > 100.0f)
399 m_linearMotorDirection *= (100.0f / len);
400
401 m_lmEfect = 1.0f; // turn it on
402 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
403
404 m_ffactor = 0.01f;
405 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
406 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
407 d.BodyEnable(rootPrim.Body);
408 break;
409 case Vehicle.LINEAR_MOTOR_OFFSET:
410 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
411 len = m_linearMotorOffset.Length();
412 if (len > 100.0f)
413 m_linearMotorOffset *= (100.0f / len);
414 break;
415 case Vehicle.BLOCK_EXIT:
416 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
417 break;
418 }
419 }//end ProcessVectorVehicleParam
420
421 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
422 {
423 switch (pParam)
424 {
425 case Vehicle.REFERENCE_FRAME:
426 m_referenceFrame = Quaternion.Inverse(pValue);
427 break;
428 case Vehicle.ROLL_FRAME:
429 m_RollreferenceFrame = pValue;
430 break;
431 }
432 }//end ProcessRotationVehicleParam
433
434 internal void ProcessVehicleFlags(int pParam, bool remove)
435 {
436 if (remove)
437 {
438 m_flags &= ~((VehicleFlag)pParam);
439 }
440 else
441 {
442 m_flags |= (VehicleFlag)pParam;
443 }
444 }//end ProcessVehicleFlags
445
446 internal void ProcessTypeChange(Vehicle pType)
447 {
448 m_lmEfect = 0;
449
450 m_amEfect = 0;
451 m_ffactor = 1f;
452
453 m_linearMotorDirection = Vector3.Zero;
454 m_angularMotorDirection = Vector3.Zero;
455
456 m_BlockingEndPoint = Vector3.Zero;
457 m_RollreferenceFrame = Quaternion.Identity;
458 m_linearMotorOffset = Vector3.Zero;
459
460 m_referenceFrame = Quaternion.Identity;
461
462 // Set Defaults For Type
463 m_type = pType;
464 switch (pType)
465 {
466 case Vehicle.TYPE_NONE:
467 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
468 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
469 m_linearMotorTimescale = 1000;
470 m_linearMotorDecayTimescale = 120 * m_invtimestep;
471 m_angularMotorTimescale = 1000;
472 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
473 m_VhoverHeight = 0;
474 m_VhoverEfficiency = 1;
475 m_VhoverTimescale = 1000;
476 m_VehicleBuoyancy = 0;
477 m_linearDeflectionEfficiency = 0;
478 m_linearDeflectionTimescale = 1000;
479 m_angularDeflectionEfficiency = 0;
480 m_angularDeflectionTimescale = 1000;
481 m_bankingEfficiency = 0;
482 m_bankingMix = 1;
483 m_bankingTimescale = 1000;
484 m_verticalAttractionEfficiency = 0;
485 m_verticalAttractionTimescale = 1000;
486
487 m_flags = (VehicleFlag)0;
488 break;
489
490 case Vehicle.TYPE_SLED:
491 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1000;
494 m_linearMotorDecayTimescale = 120 * m_invtimestep;
495 m_angularMotorTimescale = 1000;
496 m_angularMotorDecayTimescale = 120 * m_invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 1;
499 m_VhoverTimescale = 10;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 1;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1;
506 m_verticalAttractionTimescale = 1000;
507 m_bankingEfficiency = 0;
508 m_bankingMix = 1;
509 m_bankingTimescale = 10;
510 m_flags &=
511 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
512 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
513 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
514 VehicleFlag.LIMIT_ROLL_ONLY |
515 VehicleFlag.LIMIT_MOTOR_UP);
516 break;
517
518 case Vehicle.TYPE_CAR:
519 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
520 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
521 m_linearMotorTimescale = 1;
522 m_linearMotorDecayTimescale = 60 * m_invtimestep;
523 m_angularMotorTimescale = 1;
524 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
525 m_VhoverHeight = 0;
526 m_VhoverEfficiency = 0;
527 m_VhoverTimescale = 1000;
528 m_VehicleBuoyancy = 0;
529 m_linearDeflectionEfficiency = 1;
530 m_linearDeflectionTimescale = 2;
531 m_angularDeflectionEfficiency = 0;
532 m_angularDeflectionTimescale = 10;
533 m_verticalAttractionEfficiency = 1f;
534 m_verticalAttractionTimescale = 10f;
535 m_bankingEfficiency = -0.2f;
536 m_bankingMix = 1;
537 m_bankingTimescale = 1;
538 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
539 VehicleFlag.HOVER_TERRAIN_ONLY |
540 VehicleFlag.HOVER_GLOBAL_HEIGHT);
541 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
542 VehicleFlag.LIMIT_ROLL_ONLY |
543 VehicleFlag.LIMIT_MOTOR_UP |
544 VehicleFlag.HOVER_UP_ONLY);
545 break;
546 case Vehicle.TYPE_BOAT:
547 m_linearFrictionTimescale = new Vector3(10, 3, 2);
548 m_angularFrictionTimescale = new Vector3(10, 10, 10);
549 m_linearMotorTimescale = 5;
550 m_linearMotorDecayTimescale = 60 * m_invtimestep;
551 m_angularMotorTimescale = 4;
552 m_angularMotorDecayTimescale = 4 * m_invtimestep;
553 m_VhoverHeight = 0;
554 m_VhoverEfficiency = 0.5f;
555 m_VhoverTimescale = 2;
556 m_VehicleBuoyancy = 1;
557 m_linearDeflectionEfficiency = 0.5f;
558 m_linearDeflectionTimescale = 3;
559 m_angularDeflectionEfficiency = 0.5f;
560 m_angularDeflectionTimescale = 5;
561 m_verticalAttractionEfficiency = 0.5f;
562 m_verticalAttractionTimescale = 5f;
563 m_bankingEfficiency = -0.3f;
564 m_bankingMix = 0.8f;
565 m_bankingTimescale = 1;
566 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
567 VehicleFlag.HOVER_GLOBAL_HEIGHT |
568 VehicleFlag.HOVER_UP_ONLY); // |
569// VehicleFlag.LIMIT_ROLL_ONLY);
570 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
571 VehicleFlag.LIMIT_MOTOR_UP |
572 VehicleFlag.HOVER_UP_ONLY | // new sl
573 VehicleFlag.HOVER_WATER_ONLY);
574 break;
575
576 case Vehicle.TYPE_AIRPLANE:
577 m_linearFrictionTimescale = new Vector3(200, 10, 5);
578 m_angularFrictionTimescale = new Vector3(20, 20, 20);
579 m_linearMotorTimescale = 2;
580 m_linearMotorDecayTimescale = 60 * m_invtimestep;
581 m_angularMotorTimescale = 4;
582 m_angularMotorDecayTimescale = 8 * m_invtimestep;
583 m_VhoverHeight = 0;
584 m_VhoverEfficiency = 0.5f;
585 m_VhoverTimescale = 1000;
586 m_VehicleBuoyancy = 0;
587 m_linearDeflectionEfficiency = 0.5f;
588 m_linearDeflectionTimescale = 0.5f;
589 m_angularDeflectionEfficiency = 1;
590 m_angularDeflectionTimescale = 2;
591 m_verticalAttractionEfficiency = 0.9f;
592 m_verticalAttractionTimescale = 2f;
593 m_bankingEfficiency = 1;
594 m_bankingMix = 0.7f;
595 m_bankingTimescale = 2;
596 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
597 VehicleFlag.HOVER_TERRAIN_ONLY |
598 VehicleFlag.HOVER_GLOBAL_HEIGHT |
599 VehicleFlag.HOVER_UP_ONLY |
600 VehicleFlag.NO_DEFLECTION_UP |
601 VehicleFlag.LIMIT_MOTOR_UP);
602 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
603 break;
604
605 case Vehicle.TYPE_BALLOON:
606 m_linearFrictionTimescale = new Vector3(5, 5, 5);
607 m_angularFrictionTimescale = new Vector3(10, 10, 10);
608 m_linearMotorTimescale = 5;
609 m_linearMotorDecayTimescale = 60 * m_invtimestep;
610 m_angularMotorTimescale = 6;
611 m_angularMotorDecayTimescale = 10 * m_invtimestep;
612 m_VhoverHeight = 5;
613 m_VhoverEfficiency = 0.8f;
614 m_VhoverTimescale = 10;
615 m_VehicleBuoyancy = 1;
616 m_linearDeflectionEfficiency = 0;
617 m_linearDeflectionTimescale = 5 * m_invtimestep;
618 m_angularDeflectionEfficiency = 0;
619 m_angularDeflectionTimescale = 5;
620 m_verticalAttractionEfficiency = 1f;
621 m_verticalAttractionTimescale = 1000f;
622 m_bankingEfficiency = 0;
623 m_bankingMix = 0.7f;
624 m_bankingTimescale = 5;
625 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
626 VehicleFlag.HOVER_TERRAIN_ONLY |
627 VehicleFlag.HOVER_UP_ONLY |
628 VehicleFlag.NO_DEFLECTION_UP |
629 VehicleFlag.LIMIT_MOTOR_UP | //);
630 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
631 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
632
633// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
634// VehicleFlag.HOVER_GLOBAL_HEIGHT);
635 break;
636
637 }
638
639 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
640 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
641
642 }//end SetDefaultsForType
643
644 internal void Stop()
645 {
646 m_lmEfect = 0;
647 m_lmDecay = 0f;
648 m_amEfect = 0;
649 m_amDecay = 0;
650 m_ffactor = 1f;
651 }
652
653 public static Vector3 Xrot(Quaternion rot)
654 {
655 Vector3 vec;
656 rot.Normalize(); // just in case
657 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
658 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
659 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
660 return vec;
661 }
662
663 public static Vector3 Zrot(Quaternion rot)
664 {
665 Vector3 vec;
666 rot.Normalize(); // just in case
667 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
668 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
669 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
670
671 return vec;
672 }
673
674 private const float pi = (float)Math.PI;
675 private const float halfpi = 0.5f * (float)Math.PI;
676 private const float twopi = 2.0f * pi;
677
678 public static Vector3 ubitRot2Euler(Quaternion rot)
679 {
680 // returns roll in X
681 // pitch in Y
682 // yaw in Z
683 Vector3 vec;
684
685 // assuming rot is normalised
686 // rot.Normalize();
687
688 float zX = rot.X * rot.Z + rot.Y * rot.W;
689
690 if (zX < -0.49999f)
691 {
692 vec.X = 0;
693 vec.Y = -halfpi;
694 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
695 }
696 else if (zX > 0.49999f)
697 {
698 vec.X = 0;
699 vec.Y = halfpi;
700 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
701 }
702 else
703 {
704 vec.Y = (float)Math.Asin(2 * zX);
705
706 float sqw = rot.W * rot.W;
707
708 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
709 float zZ = rot.Z * rot.Z + sqw - 0.5f;
710
711 vec.X = (float)Math.Atan2(minuszY, zZ);
712
713 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
714 float yY = rot.X * rot.X + sqw - 0.5f;
715 vec.Z = (float)Math.Atan2(yX, yY);
716 }
717 return vec;
718 }
719
720 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
721 {
722 // assuming rot is normalised
723 // rot.Normalize();
724
725 float zX = rot.X * rot.Z + rot.Y * rot.W;
726
727 if (zX < -0.49999f)
728 {
729 roll = 0;
730 pitch = -halfpi;
731 }
732 else if (zX > 0.49999f)
733 {
734 roll = 0;
735 pitch = halfpi;
736 }
737 else
738 {
739 pitch = (float)Math.Asin(2 * zX);
740
741 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
742 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
743
744 roll = (float)Math.Atan2(minuszY, zZ);
745 }
746 return ;
747 }
748
749 internal void Step()
750 {
751 IntPtr Body = rootPrim.Body;
752
753 d.Mass dmass;
754 d.BodyGetMass(Body, out dmass);
755
756 d.Quaternion rot = d.BodyGetQuaternion(Body);
757 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
758 Quaternion rotq = objrotq; // rotq = rotation of object
759 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
760 Quaternion irotq = Quaternion.Inverse(rotq);
761
762 d.Vector3 dvtmp;
763 Vector3 tmpV;
764 Vector3 curVel; // velocity in world
765 Vector3 curAngVel; // angular velocity in world
766 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
767 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
768 d.Vector3 dtorque = new d.Vector3();
769
770 dvtmp = d.BodyGetLinearVel(Body);
771 curVel.X = dvtmp.X;
772 curVel.Y = dvtmp.Y;
773 curVel.Z = dvtmp.Z;
774 Vector3 curLocalVel = curVel * irotq; // current velocity in local
775
776 dvtmp = d.BodyGetAngularVel(Body);
777 curAngVel.X = dvtmp.X;
778 curAngVel.Y = dvtmp.Y;
779 curAngVel.Z = dvtmp.Z;
780 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
781
782 float ldampZ = 0;
783
784 // linear motor
785 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
786 {
787 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
788 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
789 tmpV *= rotq; // to world
790
791 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
792 tmpV.Z = 0;
793
794 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
795 {
796 // have offset, do it now
797 tmpV *= dmass.mass;
798 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
799 }
800 else
801 {
802 force.X += tmpV.X;
803 force.Y += tmpV.Y;
804 force.Z += tmpV.Z;
805 }
806
807 m_lmEfect *= m_lmDecay;
808 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
809 }
810 else
811 {
812 m_lmEfect = 0;
813 m_ffactor = 1f;
814 }
815
816 // hover
817 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
818 {
819 // d.Vector3 pos = d.BodyGetPosition(Body);
820 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
821 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
822
823 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
824 float perr;
825
826 // default to global but don't go underground
827 perr = m_VhoverHeight - pos.Z;
828
829 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
830 {
831 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
832 {
833 perr += _pParentScene.GetWaterLevel();
834 }
835 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
836 {
837 perr += t;
838 }
839 else
840 {
841 float w = _pParentScene.GetWaterLevel();
842 if (t > w)
843 perr += t;
844 else
845 perr += w;
846 }
847 }
848 else if (t > m_VhoverHeight)
849 perr = t - pos.Z; ;
850
851 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
852 {
853 ldampZ = m_VhoverEfficiency * m_invtimestep;
854
855 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
856
857 // force.Z += perr - curVel.Z * tmp;
858 force.Z += perr;
859 ldampZ *= -curVel.Z;
860
861 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
862 }
863 else // no buoyancy
864 force.Z += _pParentScene.gravityz;
865 }
866 else
867 {
868 // default gravity and Buoyancy
869 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
870 }
871
872 // linear deflection
873 if (m_linearDeflectionEfficiency > 0)
874 {
875 float len = curVel.Length();
876 if (len > 0.01) // if moving
877 {
878 Vector3 atAxis;
879 atAxis = Xrot(rotq); // where are we pointing to
880 atAxis *= len; // make it same size as world velocity vector
881
882 tmpV = -atAxis; // oposite direction
883 atAxis -= curVel; // error to one direction
884 len = atAxis.LengthSquared();
885
886 tmpV -= curVel; // error to oposite
887 float lens = tmpV.LengthSquared();
888
889 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
890 {
891 if (len < lens)
892 tmpV = atAxis;
893
894 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
895 force.X += tmpV.X;
896 force.Y += tmpV.Y;
897 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
898 force.Z += tmpV.Z;
899 }
900 }
901 }
902
903 // linear friction/damping
904 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
905 {
906 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
907 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
908 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
909 tmpV *= rotq; // to world
910
911 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
912 tmpV.Z = ldampZ;
913 force.X += tmpV.X;
914 force.Y += tmpV.Y;
915 force.Z += tmpV.Z;
916 }
917
918 // vertical atractor
919 if (m_verticalAttractionTimescale < 300)
920 {
921 float roll;
922 float pitch;
923
924
925
926 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
927
928 float ftmp2;
929 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
930 m_amdampX = ftmp2;
931
932 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
933
934 GetRollPitch(irotq, out roll, out pitch);
935
936 if (roll > halfpi)
937 roll = pi - roll;
938 else if (roll < -halfpi)
939 roll = -pi - roll;
940
941 float effroll = pitch / halfpi;
942 effroll *= effroll;
943 effroll = 1 - effroll;
944 effroll *= roll;
945
946
947 torque.X += effroll * ftmp;
948
949 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
950 {
951 float effpitch = roll / halfpi;
952 effpitch *= effpitch;
953 effpitch = 1 - effpitch;
954 effpitch *= pitch;
955
956 torque.Y += effpitch * ftmp;
957 }
958
959 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
960 {
961
962 float broll = effroll;
963 /*
964 if (broll > halfpi)
965 broll = pi - broll;
966 else if (broll < -halfpi)
967 broll = -pi - broll;
968 */
969 broll *= m_bankingEfficiency;
970 if (m_bankingMix != 0)
971 {
972 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
973 if (vfact > 1.0f) vfact = 1.0f;
974
975 if (curLocalVel.X >= 0)
976 broll *= (1 + (vfact - 1) * m_bankingMix);
977 else
978 broll *= -(1 + (vfact - 1) * m_bankingMix);
979 }
980 // make z rot be in world Z not local as seems to be in sl
981
982 broll = broll / m_bankingTimescale;
983
984
985 tmpV = Zrot(irotq);
986 tmpV *= broll;
987
988 torque.X += tmpV.X;
989 torque.Y += tmpV.Y;
990 torque.Z += tmpV.Z;
991
992 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
993 m_amdampY = m_amdampZ;
994
995 }
996 else
997 {
998 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
999 m_amdampY = m_amdampX;
1000 }
1001 }
1002 else
1003 {
1004 m_ampwr = 1.0f;
1005 m_amdampX = 1 / m_angularFrictionTimescale.X;
1006 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1007 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1008 }
1009
1010 // angular motor
1011 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1012 {
1013 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1014 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1015 torque.X += tmpV.X * m_ampwr;
1016 torque.Y += tmpV.Y * m_ampwr;
1017 torque.Z += tmpV.Z;
1018
1019 m_amEfect *= m_amDecay;
1020 }
1021 else
1022 m_amEfect = 0;
1023
1024 // angular deflection
1025 if (m_angularDeflectionEfficiency > 0)
1026 {
1027 Vector3 dirv;
1028
1029 if (curLocalVel.X > 0.01f)
1030 dirv = curLocalVel;
1031 else if (curLocalVel.X < -0.01f)
1032 // use oposite
1033 dirv = -curLocalVel;
1034 else
1035 {
1036 // make it fall into small positive x case
1037 dirv.X = 0.01f;
1038 dirv.Y = curLocalVel.Y;
1039 dirv.Z = curLocalVel.Z;
1040 }
1041
1042 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1043
1044 if (Math.Abs(dirv.Z) > 0.01)
1045 {
1046 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1047 }
1048
1049 if (Math.Abs(dirv.Y) > 0.01)
1050 {
1051 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1052 }
1053 }
1054
1055 // angular friction
1056 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1057 {
1058 torque.X -= curLocalAngVel.X * m_amdampX;
1059 torque.Y -= curLocalAngVel.Y * m_amdampY;
1060 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1061 }
1062
1063
1064
1065 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1066 {
1067 force *= dmass.mass;
1068 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1069 }
1070
1071 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1072 {
1073 torque *= m_referenceFrame; // to object frame
1074 dtorque.X = torque.X ;
1075 dtorque.Y = torque.Y;
1076 dtorque.Z = torque.Z;
1077
1078 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1079 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1080 }
1081 }
1082 }
1083}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..9b3b51b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4074 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 private int m_eventsubscription;
198 private int m_cureventsubscription;
199 private CollisionEventUpdate CollisionEventsThisFrame = null;
200 private bool SentEmptyCollisionsEvent;
201
202 public volatile bool childPrim;
203
204 public ODEDynamics m_vehicle;
205
206 internal int m_material = (int)Material.Wood;
207 private float mu;
208 private float bounce;
209
210 /// <summary>
211 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
212 /// </summary>
213 public override bool IsPhysical // this is not reliable for internal use
214 {
215 get { return m_fakeisphysical; }
216 set
217 {
218 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
219 // and also to stop imediatly some updates
220 // but real change will only happen in taintprocessing
221
222 if (!value) // Zero the remembered last velocity
223 m_lastVelocity = Vector3.Zero;
224 AddChange(changes.Physical, value);
225 }
226 }
227
228 public override bool IsVolumeDtc
229 {
230 get { return m_fakeisVolumeDetect; }
231 set
232 {
233 m_fakeisVolumeDetect = value;
234 AddChange(changes.VolumeDtc, value);
235 }
236 }
237
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254 if (value)
255 m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278 }
279 }
280
281 public override int PhysicsActorType
282 {
283 get { return (int)ActorTypes.Prim; }
284 set { return; }
285 }
286
287 public override bool SetAlwaysRun
288 {
289 get { return false; }
290 set { return; }
291 }
292
293 public override uint LocalID
294 {
295 get
296 {
297 return m_localID;
298 }
299 set
300 {
301 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
302 m_localID = value;
303 }
304 }
305
306 public override bool Grabbed
307 {
308 set { return; }
309 }
310
311 public override bool Selected
312 {
313 set
314 {
315 if (value)
316 m_isSelected = value; // if true set imediatly to stop moves etc
317 AddChange(changes.Selected, value);
318 }
319 }
320
321 public override bool Flying
322 {
323 // no flying prims for you
324 get { return false; }
325 set { }
326 }
327
328 public override bool IsColliding
329 {
330 get { return m_iscolliding; }
331 set
332 {
333 if (value)
334 {
335 m_colliderfilter += 2;
336 if (m_colliderfilter > 2)
337 m_colliderfilter = 2;
338 }
339 else
340 {
341 m_colliderfilter--;
342 if (m_colliderfilter < 0)
343 m_colliderfilter = 0;
344 }
345
346 if (m_colliderfilter == 0)
347 m_iscolliding = false;
348 else
349 m_iscolliding = true;
350 }
351 }
352
353 public override bool CollidingGround
354 {
355 get { return false; }
356 set { return; }
357 }
358
359 public override bool CollidingObj
360 {
361 get { return false; }
362 set { return; }
363 }
364
365 public override bool ThrottleUpdates
366 {
367 get { return m_throttleUpdates; }
368 set { m_throttleUpdates = value; }
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 public override Vector3 Position
377 {
378 get
379 {
380 if (givefakepos > 0)
381 return fakepos;
382 else
383 return _position;
384 }
385
386 set
387 {
388 fakepos = value;
389 givefakepos++;
390 AddChange(changes.Position, value);
391 }
392 }
393
394 public override Vector3 Size
395 {
396 get { return _size; }
397 set
398 {
399 if (value.IsFinite())
400 {
401 AddChange(changes.Size, value);
402 }
403 else
404 {
405 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
406 }
407 }
408 }
409
410 public override float Mass
411 {
412 get { return primMass; }
413 }
414
415 public override Vector3 Force
416 {
417 //get { return Vector3.Zero; }
418 get { return m_force; }
419 set
420 {
421 if (value.IsFinite())
422 {
423 AddChange(changes.Force, value);
424 }
425 else
426 {
427 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
428 }
429 }
430 }
431
432 public override void SetVolumeDetect(int param)
433 {
434 m_fakeisVolumeDetect = (param != 0);
435 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
436 }
437
438 public override Vector3 GeometricCenter
439 {
440 // this is not real geometric center but a average of positions relative to root prim acording to
441 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
442 // ignoring tortured prims details since sl also seems to ignore
443 // so no real use in doing it on physics
444 get
445 {
446 return Vector3.Zero;
447 }
448 }
449
450 public override Vector3 CenterOfMass
451 {
452 get
453 {
454 lock (_parent_scene.OdeLock)
455 {
456 d.Vector3 dtmp;
457 if (!childPrim && Body != IntPtr.Zero)
458 {
459 dtmp = d.BodyGetPosition(Body);
460 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
461 }
462 else if (prim_geom != IntPtr.Zero)
463 {
464 d.Quaternion dq;
465 d.GeomCopyQuaternion(prim_geom, out dq);
466 Quaternion q;
467 q.X = dq.X;
468 q.Y = dq.Y;
469 q.Z = dq.Z;
470 q.W = dq.W;
471
472 Vector3 Ptot = primOOBoffset * q;
473 dtmp = d.GeomGetPosition(prim_geom);
474 Ptot.X += dtmp.X;
475 Ptot.Y += dtmp.Y;
476 Ptot.Z += dtmp.Z;
477
478 // if(childPrim) we only know about physical linksets
479 return Ptot;
480/*
481 float tmass = _mass;
482 Ptot *= tmass;
483
484 float m;
485
486 foreach (OdePrim prm in childrenPrim)
487 {
488 m = prm._mass;
489 Ptot += prm.CenterOfMass * m;
490 tmass += m;
491 }
492
493 if (tmass == 0)
494 tmass = 0;
495 else
496 tmass = 1.0f / tmass;
497
498 Ptot *= tmass;
499 return Ptot;
500*/
501 }
502 else
503 return _position;
504 }
505 }
506 }
507
508 public override Vector3 OOBsize
509 {
510 get
511 {
512 return primOOBsize;
513 }
514 }
515
516 public override Vector3 OOBoffset
517 {
518 get
519 {
520 return primOOBoffset;
521 }
522 }
523
524 public override float OOBRadiusSQ
525 {
526 get
527 {
528 return primOOBradiusSQ;
529 }
530 }
531
532 public override PrimitiveBaseShape Shape
533 {
534 set
535 {
536/*
537 IMesh mesh = null;
538 if (_parent_scene.needsMeshing(value))
539 {
540 bool convex;
541 if (m_shapetype == 0)
542 convex = false;
543 else
544 convex = true;
545 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
546 }
547
548 if (mesh != null)
549 {
550 lock (m_meshlock)
551 m_mesh = mesh;
552 }
553*/
554 AddChange(changes.Shape, value);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 AddChange(changes.Shape, null);
568 }
569 }
570
571
572 public override Vector3 Velocity
573 {
574 get
575 {
576 if (_zeroFlag)
577 return Vector3.Zero;
578 return _velocity;
579 }
580 set
581 {
582 if (value.IsFinite())
583 {
584 AddChange(changes.Velocity, value);
585// _velocity = value;
586
587 }
588 else
589 {
590 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
591 }
592
593 }
594 }
595
596 public override Vector3 Torque
597 {
598 get
599 {
600 if (!IsPhysical || Body == IntPtr.Zero)
601 return Vector3.Zero;
602
603 return _torque;
604 }
605
606 set
607 {
608 if (value.IsFinite())
609 {
610 AddChange(changes.Torque, value);
611 }
612 else
613 {
614 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
615 }
616 }
617 }
618
619 public override float CollisionScore
620 {
621 get { return m_collisionscore; }
622 set { m_collisionscore = value; }
623 }
624
625 public override bool Kinematic
626 {
627 get { return false; }
628 set { }
629 }
630
631 public override Quaternion Orientation
632 {
633 get
634 {
635 if (givefakeori > 0)
636 return fakeori;
637 else
638
639 return _orientation;
640 }
641 set
642 {
643 if (QuaternionIsFinite(value))
644 {
645 fakeori = value;
646 givefakeori++;
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 m_rotationalVelocity = value;
679 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
680 d.BodyEnable(Body);
681 }
682 else
683 {
684 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
685 }
686 }
687 }
688
689
690 public override float Buoyancy
691 {
692 get { return m_buoyancy; }
693 set
694 {
695 m_buoyancy = value;
696 }
697 }
698
699 public override bool FloatOnWater
700 {
701 set
702 {
703 AddChange(changes.CollidesWater, value);
704 }
705 }
706
707 public override Vector3 PIDTarget
708 {
709 set
710 {
711 if (value.IsFinite())
712 {
713 m_PIDTarget = value;
714 }
715 else
716 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
717 }
718 }
719
720 public override bool PIDActive { set { m_usePID = value; } }
721 public override float PIDTau
722 {
723 set
724 {
725 if (value <= 0)
726 m_PIDTau = 0;
727 else
728 {
729 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
730 if (value < mint)
731 m_PIDTau = mint;
732 else
733 m_PIDTau = value;
734 }
735 }
736 }
737
738 public override float PIDHoverHeight
739 {
740 set
741 {
742 m_PIDHoverHeight = value;
743 if (value == 0)
744 m_useHoverPID = false;
745 }
746 }
747 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
748 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
749 public override float PIDHoverTau
750 {
751 set
752 {
753 if (value <= 0)
754 m_PIDHoverTau = 0;
755 else
756 {
757 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
758 if (value < mint)
759 m_PIDHoverTau = mint;
760 else
761 m_PIDHoverTau = value;
762 }
763 }
764 }
765
766 public override Quaternion APIDTarget { set { return; } }
767
768 public override bool APIDActive { set { return; } }
769
770 public override float APIDStrength { set { return; } }
771
772 public override float APIDDamping { set { return; } }
773
774 public override int VehicleType
775 {
776 // we may need to put a fake on this
777 get
778 {
779 if (m_vehicle == null)
780 return (int)Vehicle.TYPE_NONE;
781 else
782 return (int)m_vehicle.Type;
783 }
784 set
785 {
786 AddChange(changes.VehicleType, value);
787 }
788 }
789
790 public override void VehicleFloatParam(int param, float value)
791 {
792 strVehicleFloatParam fp = new strVehicleFloatParam();
793 fp.param = param;
794 fp.value = value;
795 AddChange(changes.VehicleFloatParam, fp);
796 }
797
798 public override void VehicleVectorParam(int param, Vector3 value)
799 {
800 strVehicleVectorParam fp = new strVehicleVectorParam();
801 fp.param = param;
802 fp.value = value;
803 AddChange(changes.VehicleVectorParam, fp);
804 }
805
806 public override void VehicleRotationParam(int param, Quaternion value)
807 {
808 strVehicleQuatParam fp = new strVehicleQuatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleRotationParam, fp);
812 }
813
814 public override void VehicleFlags(int param, bool value)
815 {
816 strVehicleBoolParam bp = new strVehicleBoolParam();
817 bp.param = param;
818 bp.value = value;
819 AddChange(changes.VehicleFlags, bp);
820 }
821
822 public override void SetVehicle(object vdata)
823 {
824 AddChange(changes.SetVehicle, vdata);
825 }
826 public void SetAcceleration(Vector3 accel)
827 {
828 _acceleration = accel;
829 }
830
831 public override void AddForce(Vector3 force, bool pushforce)
832 {
833 if (force.IsFinite())
834 {
835 if(pushforce)
836 AddChange(changes.AddForce, force);
837 else // a impulse
838 AddChange(changes.AddForce, force * m_invTimeStep);
839 }
840 else
841 {
842 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
843 }
844 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
845 }
846
847 public override void AddAngularForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
852 AddChange(changes.AddAngForce, force);
853// else // a impulse
854// AddChange(changes.AddAngForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
859 }
860 }
861
862 public override void CrossingFailure()
863 {
864 if (m_outbounds)
865 {
866 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
867 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
868 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
869
870 m_lastposition = _position;
871 _velocity.X = 0;
872 _velocity.Y = 0;
873 _velocity.Z = 0;
874
875 m_lastVelocity = _velocity;
876 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
877 m_vehicle.Stop();
878
879 if(Body != IntPtr.Zero)
880 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
881 if (prim_geom != IntPtr.Zero)
882 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
883
884 m_outbounds = false;
885 changeDisable(false);
886 base.RequestPhysicsterseUpdate();
887 }
888 }
889
890 public override void SetMomentum(Vector3 momentum)
891 {
892 }
893
894 public override void SetMaterial(int pMaterial)
895 {
896 m_material = pMaterial;
897 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
898 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
899 }
900
901 public void setPrimForRemoval()
902 {
903 AddChange(changes.Remove, null);
904 }
905
906 public override void link(PhysicsActor obj)
907 {
908 AddChange(changes.Link, obj);
909 }
910
911 public override void delink()
912 {
913 AddChange(changes.DeLink, null);
914 }
915
916 public override void LockAngularMotion(Vector3 axis)
917 {
918 // reverse the zero/non zero values for ODE.
919 if (axis.IsFinite())
920 {
921 axis.X = (axis.X > 0) ? 1f : 0f;
922 axis.Y = (axis.Y > 0) ? 1f : 0f;
923 axis.Z = (axis.Z > 0) ? 1f : 0f;
924 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
925 AddChange(changes.AngLock, axis);
926 }
927 else
928 {
929 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
930 }
931 }
932
933 public override void SubscribeEvents(int ms)
934 {
935 m_eventsubscription = ms;
936 m_cureventsubscription = 0;
937 if (CollisionEventsThisFrame == null)
938 CollisionEventsThisFrame = new CollisionEventUpdate();
939 SentEmptyCollisionsEvent = false;
940 }
941
942 public override void UnSubscribeEvents()
943 {
944 if (CollisionEventsThisFrame != null)
945 {
946 CollisionEventsThisFrame.Clear();
947 CollisionEventsThisFrame = null;
948 }
949 m_eventsubscription = 0;
950 }
951
952 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
953 {
954 if (CollisionEventsThisFrame == null)
955 CollisionEventsThisFrame = new CollisionEventUpdate();
956 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
957 }
958
959 public void SendCollisions()
960 {
961 if (CollisionEventsThisFrame == null)
962 return;
963
964 if (m_cureventsubscription < m_eventsubscription)
965 return;
966
967 m_cureventsubscription = 0;
968
969 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
970
971 if (!SentEmptyCollisionsEvent || ncolisions > 0)
972 {
973 base.SendCollisionUpdate(CollisionEventsThisFrame);
974
975 if (ncolisions == 0)
976 {
977 SentEmptyCollisionsEvent = true;
978 _parent_scene.RemoveCollisionEventReporting(this);
979 }
980 else
981 {
982 SentEmptyCollisionsEvent = false;
983 CollisionEventsThisFrame.Clear();
984 }
985 }
986 }
987
988 internal void AddCollisionFrameTime(int t)
989 {
990 if (m_cureventsubscription < 50000)
991 m_cureventsubscription += t;
992 }
993
994 public override bool SubscribedEvents()
995 {
996 if (m_eventsubscription > 0)
997 return true;
998 return false;
999 }
1000
1001
1002 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1003 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1004 {
1005 Name = primName;
1006 LocalID = plocalID;
1007
1008 m_vehicle = null;
1009
1010 if (!pos.IsFinite())
1011 {
1012 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1013 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1014 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1015 }
1016 _position = pos;
1017 givefakepos = 0;
1018
1019 m_timeStep = parent_scene.ODE_STEPSIZE;
1020 m_invTimeStep = 1f / m_timeStep;
1021
1022 m_density = parent_scene.geomDefaultDensity;
1023 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1024 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1025
1026 prim_geom = IntPtr.Zero;
1027 collide_geom = IntPtr.Zero;
1028 Body = IntPtr.Zero;
1029
1030 if (!size.IsFinite())
1031 {
1032 size = new Vector3(0.5f, 0.5f, 0.5f);
1033 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1034 }
1035
1036 if (size.X <= 0) size.X = 0.01f;
1037 if (size.Y <= 0) size.Y = 0.01f;
1038 if (size.Z <= 0) size.Z = 0.01f;
1039
1040 _size = size;
1041
1042 if (!QuaternionIsFinite(rotation))
1043 {
1044 rotation = Quaternion.Identity;
1045 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1046 }
1047
1048 _orientation = rotation;
1049 givefakeori = 0;
1050
1051 _pbs = pbs;
1052
1053 _parent_scene = parent_scene;
1054 m_targetSpace = IntPtr.Zero;
1055
1056 if (pos.Z < 0)
1057 {
1058 m_isphysical = false;
1059 }
1060 else
1061 {
1062 m_isphysical = pisPhysical;
1063 }
1064 m_fakeisphysical = m_isphysical;
1065
1066 m_isVolumeDetect = false;
1067 m_fakeisVolumeDetect = false;
1068
1069 m_force = Vector3.Zero;
1070
1071 m_iscolliding = false;
1072 m_colliderfilter = 0;
1073 m_NoColide = false;
1074
1075 hasOOBoffsetFromMesh = false;
1076 _triMeshData = IntPtr.Zero;
1077
1078 m_shapetype = _shapeType;
1079
1080 m_lastdoneSelected = false;
1081 m_isSelected = false;
1082 m_delaySelect = false;
1083
1084 m_isphantom = pisPhantom;
1085 m_fakeisphantom = pisPhantom;
1086
1087 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1088 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1089
1090 CalcPrimBodyData();
1091
1092 m_mesh = null;
1093 if (_parent_scene.needsMeshing(pbs))
1094 {
1095 bool convex;
1096 if (m_shapetype == 0)
1097 convex = false;
1098 else
1099 convex = true;
1100
1101 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1102 }
1103
1104
1105 m_building = true; // control must set this to false when done
1106
1107 AddChange(changes.Add, null);
1108 }
1109
1110 private void resetCollisionAccounting()
1111 {
1112 m_collisionscore = 0;
1113 }
1114
1115 private void UpdateCollisionCatFlags()
1116 {
1117 if(m_isphysical && m_disabled)
1118 {
1119 m_collisionCategories = 0;
1120 m_collisionFlags = 0;
1121 }
1122
1123 else if (m_isSelected)
1124 {
1125 m_collisionCategories = CollisionCategories.Selected;
1126 m_collisionFlags = 0;
1127 }
1128
1129 else if (m_isVolumeDetect)
1130 {
1131 m_collisionCategories = CollisionCategories.VolumeDtc;
1132 if (m_isphysical)
1133 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1134 else
1135 m_collisionFlags = 0;
1136 }
1137 else if (m_isphantom)
1138 {
1139 m_collisionCategories = CollisionCategories.Phantom;
1140 if (m_isphysical)
1141 m_collisionFlags = CollisionCategories.Land;
1142 else
1143 m_collisionFlags = 0;
1144 }
1145 else
1146 {
1147 m_collisionCategories = CollisionCategories.Geom;
1148 if (m_isphysical)
1149 m_collisionFlags = m_default_collisionFlagsPhysical;
1150 else
1151 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1152 }
1153 }
1154
1155 private void ApplyCollisionCatFlags()
1156 {
1157 if (prim_geom != IntPtr.Zero)
1158 {
1159 if (!childPrim && childrenPrim.Count > 0)
1160 {
1161 foreach (OdePrim prm in childrenPrim)
1162 {
1163 if (m_isphysical && m_disabled)
1164 {
1165 prm.m_collisionCategories = 0;
1166 prm.m_collisionFlags = 0;
1167 }
1168 else
1169 {
1170 // preserve some
1171 if (prm.m_isSelected)
1172 {
1173 prm.m_collisionCategories = CollisionCategories.Selected;
1174 prm.m_collisionFlags = 0;
1175 }
1176 else if (prm.m_isVolumeDetect)
1177 {
1178 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1179 if (m_isphysical)
1180 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1181 else
1182 prm.m_collisionFlags = 0;
1183 }
1184 else if (prm.m_isphantom)
1185 {
1186 prm.m_collisionCategories = CollisionCategories.Phantom;
1187 if (m_isphysical)
1188 prm.m_collisionFlags = CollisionCategories.Land;
1189 else
1190 prm.m_collisionFlags = 0;
1191 }
1192 else
1193 {
1194 prm.m_collisionCategories = m_collisionCategories;
1195 prm.m_collisionFlags = m_collisionFlags;
1196 }
1197 }
1198
1199 if (prm.prim_geom != IntPtr.Zero)
1200 {
1201 if (prm.m_NoColide)
1202 {
1203 d.GeomSetCategoryBits(prm.prim_geom, 0);
1204 if (m_isphysical)
1205 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1206 else
1207 d.GeomSetCollideBits(prm.prim_geom, 0);
1208 }
1209 else
1210 {
1211 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1212 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1213 }
1214 }
1215 }
1216 }
1217
1218 if (m_NoColide)
1219 {
1220 d.GeomSetCategoryBits(prim_geom, 0);
1221 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1222 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1223 {
1224 d.GeomSetCategoryBits(collide_geom, 0);
1225 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1226 }
1227 }
1228 else
1229 {
1230 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1231 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1232 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1233 {
1234 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1235 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1236 }
1237 }
1238 }
1239 }
1240
1241 private void createAMotor(Vector3 axis)
1242 {
1243 if (Body == IntPtr.Zero)
1244 return;
1245
1246 if (Amotor != IntPtr.Zero)
1247 {
1248 d.JointDestroy(Amotor);
1249 Amotor = IntPtr.Zero;
1250 }
1251
1252 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1253
1254 if (axisnum <= 0)
1255 return;
1256
1257 // stop it
1258 d.BodySetTorque(Body, 0, 0, 0);
1259 d.BodySetAngularVel(Body, 0, 0, 0);
1260
1261 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1262 d.JointAttach(Amotor, Body, IntPtr.Zero);
1263
1264 d.JointSetAMotorMode(Amotor, 0);
1265
1266 d.JointSetAMotorNumAxes(Amotor, axisnum);
1267
1268 // get current orientation to lock
1269
1270 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1271 Quaternion curr; // crap convertion between identical things
1272 curr.X = dcur.X;
1273 curr.Y = dcur.Y;
1274 curr.Z = dcur.Z;
1275 curr.W = dcur.W;
1276 Vector3 ax;
1277
1278 int i = 0;
1279 int j = 0;
1280 if (axis.X == 0)
1281 {
1282 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1283 // ODE should do this with axis relative to body 1 but seems to fail
1284 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1285 d.JointSetAMotorAngle(Amotor, 0, 0);
1286 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1287 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1288 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1289 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1290 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1291 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1292 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1293 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1294 i++;
1295 j = 256; // move to next axis set
1296 }
1297
1298 if (axis.Y == 0)
1299 {
1300 ax = (new Vector3(0, 1, 0)) * curr;
1301 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1302 d.JointSetAMotorAngle(Amotor, i, 0);
1303 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1304 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1305 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1306 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1307 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1309 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1311 i++;
1312 j += 256;
1313 }
1314
1315 if (axis.Z == 0)
1316 {
1317 ax = (new Vector3(0, 0, 1)) * curr;
1318 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1319 d.JointSetAMotorAngle(Amotor, i, 0);
1320 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1321 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1322 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1323 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1324 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1325 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1326 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1327 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1328 }
1329 }
1330
1331 private bool setMesh(OdeScene parent_scene)
1332 {
1333 IntPtr vertices, indices;
1334 int vertexCount, indexCount;
1335 int vertexStride, triStride;
1336
1337 if (Body != IntPtr.Zero)
1338 {
1339 if (childPrim)
1340 {
1341 if (_parent != null)
1342 {
1343 OdePrim parent = (OdePrim)_parent;
1344 parent.ChildDelink(this, false);
1345 }
1346 }
1347 else
1348 {
1349 DestroyBody();
1350 }
1351 }
1352
1353 IMesh mesh = null;
1354
1355
1356 lock (m_meshlock)
1357 {
1358 if (m_mesh == null)
1359 {
1360 bool convex;
1361 if (m_shapetype == 0)
1362 convex = false;
1363 else
1364 convex = true;
1365
1366 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1367 }
1368 else
1369 {
1370 mesh = m_mesh;
1371 }
1372
1373 if (mesh == null)
1374 {
1375 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1376 return false;
1377 }
1378
1379
1380 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1381 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1382
1383 if (vertexCount == 0 || indexCount == 0)
1384 {
1385 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1386 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1387 mesh.releaseSourceMeshData();
1388 return false;
1389 }
1390
1391 primOOBoffset = mesh.GetCentroid();
1392 hasOOBoffsetFromMesh = true;
1393
1394 mesh.releaseSourceMeshData();
1395 m_mesh = null;
1396 }
1397
1398 IntPtr geo = IntPtr.Zero;
1399
1400 try
1401 {
1402 _triMeshData = d.GeomTriMeshDataCreate();
1403
1404 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1405 d.GeomTriMeshDataPreprocess(_triMeshData);
1406
1407 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1408 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1409 }
1410
1411 catch (Exception e)
1412 {
1413 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1414 if (_triMeshData != IntPtr.Zero)
1415 {
1416 d.GeomTriMeshDataDestroy(_triMeshData);
1417 _triMeshData = IntPtr.Zero;
1418 }
1419 return false;
1420 }
1421
1422 SetGeom(geo);
1423 return true;
1424 }
1425
1426 private void SetGeom(IntPtr geom)
1427 {
1428 prim_geom = geom;
1429 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1430 if (prim_geom != IntPtr.Zero)
1431 {
1432 if (m_NoColide)
1433 {
1434 d.GeomSetCategoryBits(prim_geom, 0);
1435 if (m_isphysical)
1436 {
1437 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1438 }
1439 else
1440 {
1441 d.GeomSetCollideBits(prim_geom, 0);
1442 d.GeomDisable(prim_geom);
1443 }
1444 }
1445 else
1446 {
1447 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1448 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1449 }
1450
1451 CalcPrimBodyData();
1452
1453 _parent_scene.geom_name_map[prim_geom] = Name;
1454 _parent_scene.actor_name_map[prim_geom] = this;
1455
1456 }
1457 else
1458 m_log.Warn("Setting bad Geom");
1459 }
1460
1461
1462 /// <summary>
1463 /// Create a geometry for the given mesh in the given target space.
1464 /// </summary>
1465 /// <param name="m_targetSpace"></param>
1466 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1467 private void CreateGeom()
1468 {
1469 if (_triMeshData != IntPtr.Zero)
1470 {
1471 d.GeomTriMeshDataDestroy(_triMeshData);
1472 _triMeshData = IntPtr.Zero;
1473 }
1474
1475 bool haveMesh = false;
1476 hasOOBoffsetFromMesh = false;
1477 m_NoColide = false;
1478
1479 if (_parent_scene.needsMeshing(_pbs))
1480 {
1481 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1482 if (!haveMesh)
1483 m_NoColide = true;
1484 }
1485
1486 if (!haveMesh)
1487 {
1488 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1489 && _size.X == _size.Y && _size.Y == _size.Z)
1490 { // it's a sphere
1491 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1492 try
1493 {
1494 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1495 }
1496 catch (Exception e)
1497 {
1498 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1499 return;
1500 }
1501 }
1502 else
1503 {// do it as a box
1504 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1505 try
1506 {
1507 //Console.WriteLine(" CreateGeom 4");
1508 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1509 }
1510 catch (Exception e)
1511 {
1512 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1513 return;
1514 }
1515 }
1516 }
1517 }
1518
1519 /// <summary>
1520 /// Set a new geometry for this prim.
1521 /// </summary>
1522 /// <param name="geom"></param>
1523 private void RemoveGeom()
1524 {
1525 if (prim_geom != IntPtr.Zero)
1526 {
1527 _parent_scene.geom_name_map.Remove(prim_geom);
1528 _parent_scene.actor_name_map.Remove(prim_geom);
1529 try
1530 {
1531 d.GeomDestroy(prim_geom);
1532 if (_triMeshData != IntPtr.Zero)
1533 {
1534 d.GeomTriMeshDataDestroy(_triMeshData);
1535 _triMeshData = IntPtr.Zero;
1536 }
1537 }
1538 // catch (System.AccessViolationException)
1539 catch (Exception e)
1540 {
1541 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1542 }
1543
1544 prim_geom = IntPtr.Zero;
1545 collide_geom = IntPtr.Zero;
1546 }
1547 else
1548 {
1549 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1550 }
1551 Body = IntPtr.Zero;
1552 hasOOBoffsetFromMesh = false;
1553 }
1554/*
1555 private void ChildSetGeom(OdePrim odePrim)
1556 {
1557 // well..
1558 DestroyBody();
1559 MakeBody();
1560 }
1561*/
1562 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1563 // should only be called for non physical prims unless they are becoming non physical
1564 private void SetInStaticSpace(OdePrim prim)
1565 {
1566 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1567 prim.m_targetSpace = targetSpace;
1568 collide_geom = IntPtr.Zero;
1569 }
1570
1571 public void enableBodySoft()
1572 {
1573 m_disabled = false;
1574 if (!childPrim && !m_isSelected)
1575 {
1576 if (m_isphysical && Body != IntPtr.Zero)
1577 {
1578 UpdateCollisionCatFlags();
1579 ApplyCollisionCatFlags();
1580
1581 d.BodyEnable(Body);
1582 }
1583 }
1584 resetCollisionAccounting();
1585 }
1586
1587 private void disableBodySoft()
1588 {
1589 m_disabled = true;
1590 if (!childPrim)
1591 {
1592 if (m_isphysical && Body != IntPtr.Zero)
1593 {
1594 if (m_isSelected)
1595 m_collisionFlags = CollisionCategories.Selected;
1596 else
1597 m_collisionCategories = 0;
1598 m_collisionFlags = 0;
1599 ApplyCollisionCatFlags();
1600 d.BodyDisable(Body);
1601 }
1602 }
1603 }
1604
1605 private void MakeBody()
1606 {
1607 if (!m_isphysical) // only physical get bodies
1608 return;
1609
1610 if (childPrim) // child prims don't get bodies;
1611 return;
1612
1613 if (m_building)
1614 return;
1615
1616 if (prim_geom == IntPtr.Zero)
1617 {
1618 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1619 return;
1620 }
1621
1622 if (Body != IntPtr.Zero)
1623 {
1624// d.BodyDestroy(Body);
1625// Body = IntPtr.Zero;
1626 // do a more complet destruction
1627 DestroyBody();
1628 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1629 }
1630
1631 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1632 {
1633 d.GeomSetBody(prim_geom, IntPtr.Zero);
1634 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1635 }
1636
1637 d.Matrix3 mymat = new d.Matrix3();
1638 d.Quaternion myrot = new d.Quaternion();
1639 d.Mass objdmass = new d.Mass { };
1640
1641 Body = d.BodyCreate(_parent_scene.world);
1642
1643 objdmass = primdMass;
1644
1645 // rotate inertia
1646 myrot.X = _orientation.X;
1647 myrot.Y = _orientation.Y;
1648 myrot.Z = _orientation.Z;
1649 myrot.W = _orientation.W;
1650
1651 d.RfromQ(out mymat, ref myrot);
1652 d.MassRotate(ref objdmass, ref mymat);
1653
1654 // set the body rotation
1655 d.BodySetRotation(Body, ref mymat);
1656
1657 // recompute full object inertia if needed
1658 if (childrenPrim.Count > 0)
1659 {
1660 d.Matrix3 mat = new d.Matrix3();
1661 d.Quaternion quat = new d.Quaternion();
1662 d.Mass tmpdmass = new d.Mass { };
1663 Vector3 rcm;
1664
1665 rcm.X = _position.X;
1666 rcm.Y = _position.Y;
1667 rcm.Z = _position.Z;
1668
1669 lock (childrenPrim)
1670 {
1671 foreach (OdePrim prm in childrenPrim)
1672 {
1673 if (prm.prim_geom == IntPtr.Zero)
1674 {
1675 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1676 continue;
1677 }
1678
1679 tmpdmass = prm.primdMass;
1680
1681 // apply prim current rotation to inertia
1682 quat.X = prm._orientation.X;
1683 quat.Y = prm._orientation.Y;
1684 quat.Z = prm._orientation.Z;
1685 quat.W = prm._orientation.W;
1686 d.RfromQ(out mat, ref quat);
1687 d.MassRotate(ref tmpdmass, ref mat);
1688
1689 Vector3 ppos = prm._position;
1690 ppos.X -= rcm.X;
1691 ppos.Y -= rcm.Y;
1692 ppos.Z -= rcm.Z;
1693 // refer inertia to root prim center of mass position
1694 d.MassTranslate(ref tmpdmass,
1695 ppos.X,
1696 ppos.Y,
1697 ppos.Z);
1698
1699 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1700 // fix prim colision cats
1701
1702 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1703 {
1704 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1705 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1706 }
1707
1708 d.GeomClearOffset(prm.prim_geom);
1709 d.GeomSetBody(prm.prim_geom, Body);
1710 prm.Body = Body;
1711 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1712 }
1713 }
1714 }
1715
1716 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1717 // associate root geom with body
1718 d.GeomSetBody(prim_geom, Body);
1719
1720 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1721 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1722
1723 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1724 myrot.X = -myrot.X;
1725 myrot.Y = -myrot.Y;
1726 myrot.Z = -myrot.Z;
1727
1728 d.RfromQ(out mymat, ref myrot);
1729 d.MassRotate(ref objdmass, ref mymat);
1730
1731 d.BodySetMass(Body, ref objdmass);
1732 _mass = objdmass.mass;
1733
1734 // disconnect from world gravity so we can apply buoyancy
1735 d.BodySetGravityMode(Body, false);
1736
1737 d.BodySetAutoDisableFlag(Body, true);
1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1739// d.BodySetLinearDampingThreshold(Body, 0.01f);
1740// d.BodySetAngularDampingThreshold(Body, 0.001f);
1741 d.BodySetDamping(Body, .002f, .002f);
1742
1743 if (m_targetSpace != IntPtr.Zero)
1744 {
1745 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1746 if (d.SpaceQuery(m_targetSpace, prim_geom))
1747 d.SpaceRemove(m_targetSpace, prim_geom);
1748 }
1749
1750
1751 if (childrenPrim.Count == 0)
1752 {
1753 collide_geom = prim_geom;
1754 m_targetSpace = _parent_scene.ActiveSpace;
1755 d.SpaceAdd(m_targetSpace, prim_geom);
1756 }
1757 else
1758 {
1759 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1760 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1761 d.SpaceSetSublevel(m_targetSpace, 3);
1762 d.SpaceSetCleanup(m_targetSpace, false);
1763 d.SpaceAdd(m_targetSpace, prim_geom);
1764
1765 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1766 CollisionCategories.Geom |
1767 CollisionCategories.Phantom |
1768 CollisionCategories.VolumeDtc
1769 ));
1770 d.GeomSetCollideBits(m_targetSpace, 0);
1771 collide_geom = m_targetSpace;
1772 }
1773
1774 if (m_delaySelect)
1775 {
1776 m_isSelected = true;
1777 m_delaySelect = false;
1778 }
1779
1780 lock (childrenPrim)
1781 {
1782 foreach (OdePrim prm in childrenPrim)
1783 {
1784 if (prm.prim_geom == IntPtr.Zero)
1785 continue;
1786
1787 Vector3 ppos = prm._position;
1788 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1789
1790 if (prm.m_targetSpace != m_targetSpace)
1791 {
1792 if (prm.m_targetSpace != IntPtr.Zero)
1793 {
1794 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1795 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1796 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1797 }
1798 prm.m_targetSpace = m_targetSpace;
1799 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1800 }
1801
1802 prm.m_collisionscore = 0;
1803
1804 if(!m_disabled)
1805 prm.m_disabled = false;
1806
1807 _parent_scene.addActivePrim(prm);
1808 }
1809 }
1810
1811 // The body doesn't already have a finite rotation mode set here
1812 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1813 {
1814 createAMotor(m_angularlock);
1815 }
1816
1817 m_collisionscore = 0;
1818
1819 UpdateCollisionCatFlags();
1820 ApplyCollisionCatFlags();
1821
1822 if (m_isSelected || m_disabled)
1823 {
1824 d.BodyDisable(Body);
1825 }
1826 else
1827 {
1828 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1829 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1830 }
1831
1832 _parent_scene.addActivePrim(this);
1833 _parent_scene.addActiveGroups(this);
1834 }
1835
1836 private void DestroyBody()
1837 {
1838 if (Body != IntPtr.Zero)
1839 {
1840 _parent_scene.remActivePrim(this);
1841
1842 collide_geom = IntPtr.Zero;
1843
1844 if (m_disabled)
1845 m_collisionCategories = 0;
1846 else if (m_isSelected)
1847 m_collisionCategories = CollisionCategories.Selected;
1848 else if (m_isVolumeDetect)
1849 m_collisionCategories = CollisionCategories.VolumeDtc;
1850 else if (m_isphantom)
1851 m_collisionCategories = CollisionCategories.Phantom;
1852 else
1853 m_collisionCategories = CollisionCategories.Geom;
1854
1855 m_collisionFlags = 0;
1856
1857 if (prim_geom != IntPtr.Zero)
1858 {
1859 if (m_NoColide)
1860 {
1861 d.GeomSetCategoryBits(prim_geom, 0);
1862 d.GeomSetCollideBits(prim_geom, 0);
1863 }
1864 else
1865 {
1866 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1867 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1868 }
1869 UpdateDataFromGeom();
1870 d.GeomSetBody(prim_geom, IntPtr.Zero);
1871 SetInStaticSpace(this);
1872 }
1873
1874 if (!childPrim)
1875 {
1876 lock (childrenPrim)
1877 {
1878 foreach (OdePrim prm in childrenPrim)
1879 {
1880 _parent_scene.remActivePrim(prm);
1881
1882 if (prm.m_isSelected)
1883 prm.m_collisionCategories = CollisionCategories.Selected;
1884 else if (prm.m_isVolumeDetect)
1885 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1886 else if (prm.m_isphantom)
1887 prm.m_collisionCategories = CollisionCategories.Phantom;
1888 else
1889 prm.m_collisionCategories = CollisionCategories.Geom;
1890
1891 prm.m_collisionFlags = 0;
1892
1893 if (prm.prim_geom != IntPtr.Zero)
1894 {
1895 if (prm.m_NoColide)
1896 {
1897 d.GeomSetCategoryBits(prm.prim_geom, 0);
1898 d.GeomSetCollideBits(prm.prim_geom, 0);
1899 }
1900 else
1901 {
1902 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1903 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1904 }
1905 prm.UpdateDataFromGeom();
1906 SetInStaticSpace(prm);
1907 }
1908 prm.Body = IntPtr.Zero;
1909 prm._mass = prm.primMass;
1910 prm.m_collisionscore = 0;
1911 }
1912 }
1913 if (Amotor != IntPtr.Zero)
1914 {
1915 d.JointDestroy(Amotor);
1916 Amotor = IntPtr.Zero;
1917 }
1918 _parent_scene.remActiveGroup(this);
1919 d.BodyDestroy(Body);
1920 }
1921 Body = IntPtr.Zero;
1922 }
1923 _mass = primMass;
1924 m_collisionscore = 0;
1925 }
1926
1927 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1928 {
1929 d.Matrix3 mat = new d.Matrix3();
1930 d.Quaternion quat = new d.Quaternion();
1931
1932 d.Mass tmpdmass = new d.Mass { };
1933 d.Mass objdmass = new d.Mass { };
1934
1935 d.BodyGetMass(Body, out tmpdmass);
1936 objdmass = tmpdmass;
1937
1938 d.Vector3 dobjpos;
1939 d.Vector3 thispos;
1940
1941 // get current object position and rotation
1942 dobjpos = d.BodyGetPosition(Body);
1943
1944 // get prim own inertia in its local frame
1945 tmpdmass = primdMass;
1946
1947 // transform to object frame
1948 mat = d.GeomGetOffsetRotation(prim_geom);
1949 d.MassRotate(ref tmpdmass, ref mat);
1950
1951 thispos = d.GeomGetOffsetPosition(prim_geom);
1952 d.MassTranslate(ref tmpdmass,
1953 thispos.X,
1954 thispos.Y,
1955 thispos.Z);
1956
1957 // subtract current prim inertia from object
1958 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1959
1960 // back prim own inertia
1961 tmpdmass = primdMass;
1962
1963 // update to new position and orientation
1964 _position = NewPos;
1965 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1966 _orientation = newrot;
1967 quat.X = newrot.X;
1968 quat.Y = newrot.Y;
1969 quat.Z = newrot.Z;
1970 quat.W = newrot.W;
1971 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1972
1973 mat = d.GeomGetOffsetRotation(prim_geom);
1974 d.MassRotate(ref tmpdmass, ref mat);
1975
1976 thispos = d.GeomGetOffsetPosition(prim_geom);
1977 d.MassTranslate(ref tmpdmass,
1978 thispos.X,
1979 thispos.Y,
1980 thispos.Z);
1981
1982 d.MassAdd(ref objdmass, ref tmpdmass);
1983
1984 // fix all positions
1985 IntPtr g = d.BodyGetFirstGeom(Body);
1986 while (g != IntPtr.Zero)
1987 {
1988 thispos = d.GeomGetOffsetPosition(g);
1989 thispos.X -= objdmass.c.X;
1990 thispos.Y -= objdmass.c.Y;
1991 thispos.Z -= objdmass.c.Z;
1992 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1993 g = d.dBodyGetNextGeom(g);
1994 }
1995 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1996
1997 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1998 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1999 d.BodySetMass(Body, ref objdmass);
2000 _mass = objdmass.mass;
2001 }
2002
2003
2004
2005 private void FixInertia(Vector3 NewPos)
2006 {
2007 d.Matrix3 primmat = new d.Matrix3();
2008 d.Mass tmpdmass = new d.Mass { };
2009 d.Mass objdmass = new d.Mass { };
2010 d.Mass primmass = new d.Mass { };
2011
2012 d.Vector3 dobjpos;
2013 d.Vector3 thispos;
2014
2015 d.BodyGetMass(Body, out objdmass);
2016
2017 // get prim own inertia in its local frame
2018 primmass = primdMass;
2019 // transform to object frame
2020 primmat = d.GeomGetOffsetRotation(prim_geom);
2021 d.MassRotate(ref primmass, ref primmat);
2022
2023 tmpdmass = primmass;
2024
2025 thispos = d.GeomGetOffsetPosition(prim_geom);
2026 d.MassTranslate(ref tmpdmass,
2027 thispos.X,
2028 thispos.Y,
2029 thispos.Z);
2030
2031 // subtract current prim inertia from object
2032 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2033
2034 // update to new position
2035 _position = NewPos;
2036 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2037
2038 thispos = d.GeomGetOffsetPosition(prim_geom);
2039 d.MassTranslate(ref primmass,
2040 thispos.X,
2041 thispos.Y,
2042 thispos.Z);
2043
2044 d.MassAdd(ref objdmass, ref primmass);
2045
2046 // fix all positions
2047 IntPtr g = d.BodyGetFirstGeom(Body);
2048 while (g != IntPtr.Zero)
2049 {
2050 thispos = d.GeomGetOffsetPosition(g);
2051 thispos.X -= objdmass.c.X;
2052 thispos.Y -= objdmass.c.Y;
2053 thispos.Z -= objdmass.c.Z;
2054 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2055 g = d.dBodyGetNextGeom(g);
2056 }
2057
2058 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2059
2060 // get current object position and rotation
2061 dobjpos = d.BodyGetPosition(Body);
2062
2063 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2064 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2065 d.BodySetMass(Body, ref objdmass);
2066 _mass = objdmass.mass;
2067 }
2068
2069 private void FixInertia(Quaternion newrot)
2070 {
2071 d.Matrix3 mat = new d.Matrix3();
2072 d.Quaternion quat = new d.Quaternion();
2073
2074 d.Mass tmpdmass = new d.Mass { };
2075 d.Mass objdmass = new d.Mass { };
2076 d.Vector3 dobjpos;
2077 d.Vector3 thispos;
2078
2079 d.BodyGetMass(Body, out objdmass);
2080
2081 // get prim own inertia in its local frame
2082 tmpdmass = primdMass;
2083 mat = d.GeomGetOffsetRotation(prim_geom);
2084 d.MassRotate(ref tmpdmass, ref mat);
2085 // transform to object frame
2086 thispos = d.GeomGetOffsetPosition(prim_geom);
2087 d.MassTranslate(ref tmpdmass,
2088 thispos.X,
2089 thispos.Y,
2090 thispos.Z);
2091
2092 // subtract current prim inertia from object
2093 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2094
2095 // update to new orientation
2096 _orientation = newrot;
2097 quat.X = newrot.X;
2098 quat.Y = newrot.Y;
2099 quat.Z = newrot.Z;
2100 quat.W = newrot.W;
2101 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2102
2103 tmpdmass = primdMass;
2104 mat = d.GeomGetOffsetRotation(prim_geom);
2105 d.MassRotate(ref tmpdmass, ref mat);
2106 d.MassTranslate(ref tmpdmass,
2107 thispos.X,
2108 thispos.Y,
2109 thispos.Z);
2110
2111 d.MassAdd(ref objdmass, ref tmpdmass);
2112
2113 // fix all positions
2114 IntPtr g = d.BodyGetFirstGeom(Body);
2115 while (g != IntPtr.Zero)
2116 {
2117 thispos = d.GeomGetOffsetPosition(g);
2118 thispos.X -= objdmass.c.X;
2119 thispos.Y -= objdmass.c.Y;
2120 thispos.Z -= objdmass.c.Z;
2121 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2122 g = d.dBodyGetNextGeom(g);
2123 }
2124
2125 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2126 // get current object position and rotation
2127 dobjpos = d.BodyGetPosition(Body);
2128
2129 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2130 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2131 d.BodySetMass(Body, ref objdmass);
2132 _mass = objdmass.mass;
2133 }
2134
2135
2136 #region Mass Calculation
2137
2138 private float CalculatePrimVolume()
2139 {
2140 float volume = _size.X * _size.Y * _size.Z; // default
2141 float tmp;
2142
2143 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2144 float hollowVolume = hollowAmount * hollowAmount;
2145
2146 switch (_pbs.ProfileShape)
2147 {
2148 case ProfileShape.Square:
2149 // default box
2150
2151 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2152 {
2153 if (hollowAmount > 0.0)
2154 {
2155 switch (_pbs.HollowShape)
2156 {
2157 case HollowShape.Square:
2158 case HollowShape.Same:
2159 break;
2160
2161 case HollowShape.Circle:
2162
2163 hollowVolume *= 0.78539816339f;
2164 break;
2165
2166 case HollowShape.Triangle:
2167
2168 hollowVolume *= (0.5f * .5f);
2169 break;
2170
2171 default:
2172 hollowVolume = 0;
2173 break;
2174 }
2175 volume *= (1.0f - hollowVolume);
2176 }
2177 }
2178
2179 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2180 {
2181 //a tube
2182
2183 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2184 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2185 volume -= volume * tmp * tmp;
2186
2187 if (hollowAmount > 0.0)
2188 {
2189 hollowVolume *= hollowAmount;
2190
2191 switch (_pbs.HollowShape)
2192 {
2193 case HollowShape.Square:
2194 case HollowShape.Same:
2195 break;
2196
2197 case HollowShape.Circle:
2198 hollowVolume *= 0.78539816339f;
2199 break;
2200
2201 case HollowShape.Triangle:
2202 hollowVolume *= 0.5f * 0.5f;
2203 break;
2204 default:
2205 hollowVolume = 0;
2206 break;
2207 }
2208 volume *= (1.0f - hollowVolume);
2209 }
2210 }
2211
2212 break;
2213
2214 case ProfileShape.Circle:
2215
2216 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2217 {
2218 volume *= 0.78539816339f; // elipse base
2219
2220 if (hollowAmount > 0.0)
2221 {
2222 switch (_pbs.HollowShape)
2223 {
2224 case HollowShape.Same:
2225 case HollowShape.Circle:
2226 break;
2227
2228 case HollowShape.Square:
2229 hollowVolume *= 0.5f * 2.5984480504799f;
2230 break;
2231
2232 case HollowShape.Triangle:
2233 hollowVolume *= .5f * 1.27323954473516f;
2234 break;
2235
2236 default:
2237 hollowVolume = 0;
2238 break;
2239 }
2240 volume *= (1.0f - hollowVolume);
2241 }
2242 }
2243
2244 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2245 {
2246 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2247 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2248 volume *= (1.0f - tmp * tmp);
2249
2250 if (hollowAmount > 0.0)
2251 {
2252
2253 // calculate the hollow volume by it's shape compared to the prim shape
2254 hollowVolume *= hollowAmount;
2255
2256 switch (_pbs.HollowShape)
2257 {
2258 case HollowShape.Same:
2259 case HollowShape.Circle:
2260 break;
2261
2262 case HollowShape.Square:
2263 hollowVolume *= 0.5f * 2.5984480504799f;
2264 break;
2265
2266 case HollowShape.Triangle:
2267 hollowVolume *= .5f * 1.27323954473516f;
2268 break;
2269
2270 default:
2271 hollowVolume = 0;
2272 break;
2273 }
2274 volume *= (1.0f - hollowVolume);
2275 }
2276 }
2277 break;
2278
2279 case ProfileShape.HalfCircle:
2280 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2281 {
2282 volume *= 0.5236f;
2283
2284 if (hollowAmount > 0.0)
2285 {
2286 hollowVolume *= hollowAmount;
2287
2288 switch (_pbs.HollowShape)
2289 {
2290 case HollowShape.Circle:
2291 case HollowShape.Triangle: // diference in sl is minor and odd
2292 case HollowShape.Same:
2293 break;
2294
2295 case HollowShape.Square:
2296 hollowVolume *= 0.909f;
2297 break;
2298
2299 // case HollowShape.Triangle:
2300 // hollowVolume *= .827f;
2301 // break;
2302 default:
2303 hollowVolume = 0;
2304 break;
2305 }
2306 volume *= (1.0f - hollowVolume);
2307 }
2308
2309 }
2310 break;
2311
2312 case ProfileShape.EquilateralTriangle:
2313
2314 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2315 {
2316 volume *= 0.32475953f;
2317
2318 if (hollowAmount > 0.0)
2319 {
2320
2321 // calculate the hollow volume by it's shape compared to the prim shape
2322 switch (_pbs.HollowShape)
2323 {
2324 case HollowShape.Same:
2325 case HollowShape.Triangle:
2326 hollowVolume *= .25f;
2327 break;
2328
2329 case HollowShape.Square:
2330 hollowVolume *= 0.499849f * 3.07920140172638f;
2331 break;
2332
2333 case HollowShape.Circle:
2334 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2335 // Cyllinder hollow volume calculation
2336
2337 hollowVolume *= 0.1963495f * 3.07920140172638f;
2338 break;
2339
2340 default:
2341 hollowVolume = 0;
2342 break;
2343 }
2344 volume *= (1.0f - hollowVolume);
2345 }
2346 }
2347 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2348 {
2349 volume *= 0.32475953f;
2350 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2351 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2352 volume *= (1.0f - tmp * tmp);
2353
2354 if (hollowAmount > 0.0)
2355 {
2356
2357 hollowVolume *= hollowAmount;
2358
2359 switch (_pbs.HollowShape)
2360 {
2361 case HollowShape.Same:
2362 case HollowShape.Triangle:
2363 hollowVolume *= .25f;
2364 break;
2365
2366 case HollowShape.Square:
2367 hollowVolume *= 0.499849f * 3.07920140172638f;
2368 break;
2369
2370 case HollowShape.Circle:
2371
2372 hollowVolume *= 0.1963495f * 3.07920140172638f;
2373 break;
2374
2375 default:
2376 hollowVolume = 0;
2377 break;
2378 }
2379 volume *= (1.0f - hollowVolume);
2380 }
2381 }
2382 break;
2383
2384 default:
2385 break;
2386 }
2387
2388 float taperX1;
2389 float taperY1;
2390 float taperX;
2391 float taperY;
2392 float pathBegin;
2393 float pathEnd;
2394 float profileBegin;
2395 float profileEnd;
2396
2397 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2398 {
2399 taperX1 = _pbs.PathScaleX * 0.01f;
2400 if (taperX1 > 1.0f)
2401 taperX1 = 2.0f - taperX1;
2402 taperX = 1.0f - taperX1;
2403
2404 taperY1 = _pbs.PathScaleY * 0.01f;
2405 if (taperY1 > 1.0f)
2406 taperY1 = 2.0f - taperY1;
2407 taperY = 1.0f - taperY1;
2408 }
2409 else
2410 {
2411 taperX = _pbs.PathTaperX * 0.01f;
2412 if (taperX < 0.0f)
2413 taperX = -taperX;
2414 taperX1 = 1.0f - taperX;
2415
2416 taperY = _pbs.PathTaperY * 0.01f;
2417 if (taperY < 0.0f)
2418 taperY = -taperY;
2419 taperY1 = 1.0f - taperY;
2420 }
2421
2422 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2423
2424 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2425 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2426 volume *= (pathEnd - pathBegin);
2427
2428 // this is crude aproximation
2429 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2430 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2431 volume *= (profileEnd - profileBegin);
2432
2433 return volume;
2434 }
2435
2436
2437 private void CalcPrimBodyData()
2438 {
2439 float volume;
2440
2441 if (prim_geom == IntPtr.Zero)
2442 {
2443 // Ubit let's have a initial basic OOB
2444 primOOBsize.X = _size.X;
2445 primOOBsize.Y = _size.Y;
2446 primOOBsize.Z = _size.Z;
2447 primOOBoffset = Vector3.Zero;
2448 }
2449 else
2450 {
2451 d.AABB AABB;
2452 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2453
2454 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2455 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2456 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2457 if (!hasOOBoffsetFromMesh)
2458 {
2459 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2460 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2461 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2462 }
2463 }
2464
2465 // also its own inertia and mass
2466 // keep using basic shape mass for now
2467 volume = CalculatePrimVolume();
2468
2469 primVolume = volume;
2470 primMass = m_density * volume;
2471
2472 if (primMass <= 0)
2473 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2474 if (primMass > _parent_scene.maximumMassObject)
2475 primMass = _parent_scene.maximumMassObject;
2476
2477 _mass = primMass; // just in case
2478
2479 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2480
2481 d.MassTranslate(ref primdMass,
2482 primOOBoffset.X,
2483 primOOBoffset.Y,
2484 primOOBoffset.Z);
2485
2486 primOOBsize *= 0.5f; // let obb size be a corner coords
2487 primOOBradiusSQ = primOOBsize.LengthSquared();
2488 }
2489
2490
2491 #endregion
2492
2493
2494 /// <summary>
2495 /// Add a child prim to this parent prim.
2496 /// </summary>
2497 /// <param name="prim">Child prim</param>
2498 // I'm the parent
2499 // prim is the child
2500 public void ParentPrim(OdePrim prim)
2501 {
2502 //Console.WriteLine("ParentPrim " + m_primName);
2503 if (this.m_localID != prim.m_localID)
2504 {
2505 DestroyBody(); // for now we need to rebuil entire object on link change
2506
2507 lock (childrenPrim)
2508 {
2509 // adopt the prim
2510 if (!childrenPrim.Contains(prim))
2511 childrenPrim.Add(prim);
2512
2513 // see if this prim has kids and adopt them also
2514 // should not happen for now
2515 foreach (OdePrim prm in prim.childrenPrim)
2516 {
2517 if (!childrenPrim.Contains(prm))
2518 {
2519 if (prm.Body != IntPtr.Zero)
2520 {
2521 if (prm.prim_geom != IntPtr.Zero)
2522 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2523 if (prm.Body != prim.Body)
2524 prm.DestroyBody(); // don't loose bodies around
2525 prm.Body = IntPtr.Zero;
2526 }
2527
2528 childrenPrim.Add(prm);
2529 prm._parent = this;
2530 }
2531 }
2532 }
2533 //Remove old children from the prim
2534 prim.childrenPrim.Clear();
2535
2536 if (prim.Body != IntPtr.Zero)
2537 {
2538 if (prim.prim_geom != IntPtr.Zero)
2539 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2540 prim.DestroyBody(); // don't loose bodies around
2541 prim.Body = IntPtr.Zero;
2542 }
2543
2544 prim.childPrim = true;
2545 prim._parent = this;
2546
2547 MakeBody(); // full nasty reconstruction
2548 }
2549 }
2550
2551 private void UpdateChildsfromgeom()
2552 {
2553 if (childrenPrim.Count > 0)
2554 {
2555 foreach (OdePrim prm in childrenPrim)
2556 prm.UpdateDataFromGeom();
2557 }
2558 }
2559
2560 private void UpdateDataFromGeom()
2561 {
2562 if (prim_geom != IntPtr.Zero)
2563 {
2564 d.Quaternion qtmp;
2565 d.GeomCopyQuaternion(prim_geom, out qtmp);
2566 _orientation.X = qtmp.X;
2567 _orientation.Y = qtmp.Y;
2568 _orientation.Z = qtmp.Z;
2569 _orientation.W = qtmp.W;
2570
2571 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2572 _position.X = lpos.X;
2573 _position.Y = lpos.Y;
2574 _position.Z = lpos.Z;
2575 }
2576 }
2577
2578 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2579 {
2580 // Okay, we have a delinked child.. destroy all body and remake
2581 if (odePrim != this && !childrenPrim.Contains(odePrim))
2582 return;
2583
2584 DestroyBody();
2585
2586 if (odePrim == this) // delinking the root prim
2587 {
2588 OdePrim newroot = null;
2589 lock (childrenPrim)
2590 {
2591 if (childrenPrim.Count > 0)
2592 {
2593 newroot = childrenPrim[0];
2594 childrenPrim.RemoveAt(0);
2595 foreach (OdePrim prm in childrenPrim)
2596 {
2597 newroot.childrenPrim.Add(prm);
2598 }
2599 childrenPrim.Clear();
2600 }
2601 if (newroot != null)
2602 {
2603 newroot.childPrim = false;
2604 newroot._parent = null;
2605 if (remakebodies)
2606 newroot.MakeBody();
2607 }
2608 }
2609 }
2610
2611 else
2612 {
2613 lock (childrenPrim)
2614 {
2615 childrenPrim.Remove(odePrim);
2616 odePrim.childPrim = false;
2617 odePrim._parent = null;
2618 // odePrim.UpdateDataFromGeom();
2619 if (remakebodies)
2620 odePrim.MakeBody();
2621 }
2622 }
2623 if (remakebodies)
2624 MakeBody();
2625 }
2626
2627 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2628 {
2629 // Okay, we have a delinked child.. destroy all body and remake
2630 if (odePrim != this && !childrenPrim.Contains(odePrim))
2631 return;
2632
2633 DestroyBody();
2634
2635 if (odePrim == this)
2636 {
2637 OdePrim newroot = null;
2638 lock (childrenPrim)
2639 {
2640 if (childrenPrim.Count > 0)
2641 {
2642 newroot = childrenPrim[0];
2643 childrenPrim.RemoveAt(0);
2644 foreach (OdePrim prm in childrenPrim)
2645 {
2646 newroot.childrenPrim.Add(prm);
2647 }
2648 childrenPrim.Clear();
2649 }
2650 if (newroot != null)
2651 {
2652 newroot.childPrim = false;
2653 newroot._parent = null;
2654 newroot.MakeBody();
2655 }
2656 }
2657 if (reMakeBody)
2658 MakeBody();
2659 return;
2660 }
2661 else
2662 {
2663 lock (childrenPrim)
2664 {
2665 childrenPrim.Remove(odePrim);
2666 odePrim.childPrim = false;
2667 odePrim._parent = null;
2668 if (reMakeBody)
2669 odePrim.MakeBody();
2670 }
2671 }
2672 MakeBody();
2673 }
2674
2675 #region changes
2676
2677 private void changeadd()
2678 {
2679 CreateGeom();
2680
2681 if (prim_geom != IntPtr.Zero)
2682 {
2683 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2684 d.Quaternion myrot = new d.Quaternion();
2685 myrot.X = _orientation.X;
2686 myrot.Y = _orientation.Y;
2687 myrot.Z = _orientation.Z;
2688 myrot.W = _orientation.W;
2689 d.GeomSetQuaternion(prim_geom, ref myrot);
2690
2691 if (!m_isphysical)
2692 {
2693 SetInStaticSpace(this);
2694 UpdateCollisionCatFlags();
2695 ApplyCollisionCatFlags();
2696 }
2697 else
2698 MakeBody();
2699 }
2700 }
2701
2702 private void changeAngularLock(Vector3 newLock)
2703 {
2704 // do we have a Physical object?
2705 if (Body != IntPtr.Zero)
2706 {
2707 //Check that we have a Parent
2708 //If we have a parent then we're not authorative here
2709 if (_parent == null)
2710 {
2711 if (!newLock.ApproxEquals(Vector3.One, 0f))
2712 {
2713 createAMotor(newLock);
2714 }
2715 else
2716 {
2717 if (Amotor != IntPtr.Zero)
2718 {
2719 d.JointDestroy(Amotor);
2720 Amotor = IntPtr.Zero;
2721 }
2722 }
2723 }
2724 }
2725 // Store this for later in case we get turned into a separate body
2726 m_angularlock = newLock;
2727 }
2728
2729 private void changeLink(OdePrim NewParent)
2730 {
2731 if (_parent == null && NewParent != null)
2732 {
2733 NewParent.ParentPrim(this);
2734 }
2735 else if (_parent != null)
2736 {
2737 if (_parent is OdePrim)
2738 {
2739 if (NewParent != _parent)
2740 {
2741 (_parent as OdePrim).ChildDelink(this, false); // for now...
2742 childPrim = false;
2743
2744 if (NewParent != null)
2745 {
2746 NewParent.ParentPrim(this);
2747 }
2748 }
2749 }
2750 }
2751 _parent = NewParent;
2752 }
2753
2754
2755 private void Stop()
2756 {
2757 if (!childPrim)
2758 {
2759 m_force = Vector3.Zero;
2760 m_forceacc = Vector3.Zero;
2761 m_angularForceacc = Vector3.Zero;
2762 _torque = Vector3.Zero;
2763 _velocity = Vector3.Zero;
2764 _acceleration = Vector3.Zero;
2765 m_rotationalVelocity = Vector3.Zero;
2766 _target_velocity = Vector3.Zero;
2767 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2768 m_vehicle.Stop();
2769 }
2770
2771 if (Body != IntPtr.Zero)
2772 {
2773 d.BodySetForce(Body, 0f, 0f, 0f);
2774 d.BodySetTorque(Body, 0f, 0f, 0f);
2775 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2776 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2777 }
2778 }
2779
2780 private void changePhantomStatus(bool newval)
2781 {
2782 m_isphantom = newval;
2783
2784 UpdateCollisionCatFlags();
2785 ApplyCollisionCatFlags();
2786 }
2787
2788/* not in use
2789 internal void ChildSelectedChange(bool childSelect)
2790 {
2791 if(childPrim)
2792 return;
2793
2794 if (childSelect == m_isSelected)
2795 return;
2796
2797 if (childSelect)
2798 {
2799 DoSelectedStatus(true);
2800 }
2801
2802 else
2803 {
2804 foreach (OdePrim prm in childrenPrim)
2805 {
2806 if (prm.m_isSelected)
2807 return;
2808 }
2809 DoSelectedStatus(false);
2810 }
2811 }
2812*/
2813 private void changeSelectedStatus(bool newval)
2814 {
2815 if (m_lastdoneSelected == newval)
2816 return;
2817
2818 m_lastdoneSelected = newval;
2819 DoSelectedStatus(newval);
2820 }
2821
2822 private void CheckDelaySelect()
2823 {
2824 if (m_delaySelect)
2825 {
2826 DoSelectedStatus(m_isSelected);
2827 }
2828 }
2829
2830 private void DoSelectedStatus(bool newval)
2831 {
2832 m_isSelected = newval;
2833 Stop();
2834
2835 if (newval)
2836 {
2837 if (!childPrim && Body != IntPtr.Zero)
2838 d.BodyDisable(Body);
2839
2840 if (m_delaySelect || m_isphysical)
2841 {
2842 m_collisionCategories = CollisionCategories.Selected;
2843 m_collisionFlags = 0;
2844
2845 if (!childPrim)
2846 {
2847 foreach (OdePrim prm in childrenPrim)
2848 {
2849 prm.m_collisionCategories = m_collisionCategories;
2850 prm.m_collisionFlags = m_collisionFlags;
2851
2852 if (prm.prim_geom != null)
2853 {
2854
2855 if (prm.m_NoColide)
2856 {
2857 d.GeomSetCategoryBits(prm.prim_geom, 0);
2858 d.GeomSetCollideBits(prm.prim_geom, 0);
2859 }
2860 else
2861 {
2862 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2863 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2864 }
2865 }
2866 prm.m_delaySelect = false;
2867 }
2868 }
2869// else if (_parent != null)
2870// ((OdePrim)_parent).ChildSelectedChange(true);
2871
2872
2873 if (prim_geom != null)
2874 {
2875 if (m_NoColide)
2876 {
2877 d.GeomSetCategoryBits(prim_geom, 0);
2878 d.GeomSetCollideBits(prim_geom, 0);
2879 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2880 {
2881 d.GeomSetCategoryBits(collide_geom, 0);
2882 d.GeomSetCollideBits(collide_geom, 0);
2883 }
2884
2885 }
2886 else
2887 {
2888 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2889 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2890 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2891 {
2892 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2893 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2894 }
2895 }
2896 }
2897
2898 m_delaySelect = false;
2899 }
2900 else if(!m_isphysical)
2901 {
2902 m_delaySelect = true;
2903 }
2904 }
2905 else
2906 {
2907 if (!childPrim)
2908 {
2909 if (Body != IntPtr.Zero && !m_disabled)
2910 d.BodyEnable(Body);
2911 }
2912// else if (_parent != null)
2913// ((OdePrim)_parent).ChildSelectedChange(false);
2914
2915 UpdateCollisionCatFlags();
2916 ApplyCollisionCatFlags();
2917
2918 m_delaySelect = false;
2919 }
2920
2921 resetCollisionAccounting();
2922 }
2923
2924 private void changePosition(Vector3 newPos)
2925 {
2926 CheckDelaySelect();
2927 if (m_isphysical)
2928 {
2929 if (childPrim) // inertia is messed, must rebuild
2930 {
2931 if (m_building)
2932 {
2933 _position = newPos;
2934 }
2935
2936 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2937 {
2938 FixInertia(newPos);
2939 if (!d.BodyIsEnabled(Body))
2940 d.BodyEnable(Body);
2941 }
2942 }
2943 else
2944 {
2945 if (_position != newPos)
2946 {
2947 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2948 _position = newPos;
2949 }
2950 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2951 d.BodyEnable(Body);
2952 }
2953 }
2954 else
2955 {
2956 if (prim_geom != IntPtr.Zero)
2957 {
2958 if (newPos != _position)
2959 {
2960 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2961 _position = newPos;
2962
2963 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2964 }
2965 }
2966 }
2967 givefakepos--;
2968 if (givefakepos < 0)
2969 givefakepos = 0;
2970// changeSelectedStatus();
2971 resetCollisionAccounting();
2972 }
2973
2974 private void changeOrientation(Quaternion newOri)
2975 {
2976 CheckDelaySelect();
2977 if (m_isphysical)
2978 {
2979 if (childPrim) // inertia is messed, must rebuild
2980 {
2981 if (m_building)
2982 {
2983 _orientation = newOri;
2984 }
2985/*
2986 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2987 {
2988 FixInertia(_position, newOri);
2989 if (!d.BodyIsEnabled(Body))
2990 d.BodyEnable(Body);
2991 }
2992*/
2993 }
2994 else
2995 {
2996 if (newOri != _orientation)
2997 {
2998 d.Quaternion myrot = new d.Quaternion();
2999 myrot.X = newOri.X;
3000 myrot.Y = newOri.Y;
3001 myrot.Z = newOri.Z;
3002 myrot.W = newOri.W;
3003 d.GeomSetQuaternion(prim_geom, ref myrot);
3004 _orientation = newOri;
3005 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3006 createAMotor(m_angularlock);
3007 }
3008 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3009 d.BodyEnable(Body);
3010 }
3011 }
3012 else
3013 {
3014 if (prim_geom != IntPtr.Zero)
3015 {
3016 if (newOri != _orientation)
3017 {
3018 d.Quaternion myrot = new d.Quaternion();
3019 myrot.X = newOri.X;
3020 myrot.Y = newOri.Y;
3021 myrot.Z = newOri.Z;
3022 myrot.W = newOri.W;
3023 d.GeomSetQuaternion(prim_geom, ref myrot);
3024 _orientation = newOri;
3025 }
3026 }
3027 }
3028 givefakeori--;
3029 if (givefakeori < 0)
3030 givefakeori = 0;
3031 resetCollisionAccounting();
3032 }
3033
3034 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3035 {
3036 CheckDelaySelect();
3037 if (m_isphysical)
3038 {
3039 if (childPrim && m_building) // inertia is messed, must rebuild
3040 {
3041 _position = newPos;
3042 _orientation = newOri;
3043 }
3044 else
3045 {
3046 if (newOri != _orientation)
3047 {
3048 d.Quaternion myrot = new d.Quaternion();
3049 myrot.X = newOri.X;
3050 myrot.Y = newOri.Y;
3051 myrot.Z = newOri.Z;
3052 myrot.W = newOri.W;
3053 d.GeomSetQuaternion(prim_geom, ref myrot);
3054 _orientation = newOri;
3055 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3056 createAMotor(m_angularlock);
3057 }
3058 if (_position != newPos)
3059 {
3060 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3061 _position = newPos;
3062 }
3063 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3064 d.BodyEnable(Body);
3065 }
3066 }
3067 else
3068 {
3069 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3070 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3071
3072 if (prim_geom != IntPtr.Zero)
3073 {
3074 if (newOri != _orientation)
3075 {
3076 d.Quaternion myrot = new d.Quaternion();
3077 myrot.X = newOri.X;
3078 myrot.Y = newOri.Y;
3079 myrot.Z = newOri.Z;
3080 myrot.W = newOri.W;
3081 d.GeomSetQuaternion(prim_geom, ref myrot);
3082 _orientation = newOri;
3083 }
3084
3085 if (newPos != _position)
3086 {
3087 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3088 _position = newPos;
3089
3090 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3091 }
3092 }
3093 }
3094 givefakepos--;
3095 if (givefakepos < 0)
3096 givefakepos = 0;
3097 givefakeori--;
3098 if (givefakeori < 0)
3099 givefakeori = 0;
3100 resetCollisionAccounting();
3101 }
3102
3103
3104 private void changeDisable(bool disable)
3105 {
3106 if (disable)
3107 {
3108 if (!m_disabled)
3109 disableBodySoft();
3110 }
3111 else
3112 {
3113 if (m_disabled)
3114 enableBodySoft();
3115 }
3116 }
3117
3118 private void changePhysicsStatus(bool NewStatus)
3119 {
3120 CheckDelaySelect();
3121
3122 m_isphysical = NewStatus;
3123
3124 if (!childPrim)
3125 {
3126 if (NewStatus)
3127 {
3128 if (Body == IntPtr.Zero)
3129 MakeBody();
3130 }
3131 else
3132 {
3133 if (Body != IntPtr.Zero)
3134 {
3135 DestroyBody();
3136 }
3137 Stop();
3138 }
3139 }
3140
3141 resetCollisionAccounting();
3142 }
3143
3144 private void changeprimsizeshape()
3145 {
3146 CheckDelaySelect();
3147
3148 OdePrim parent = (OdePrim)_parent;
3149
3150 bool chp = childPrim;
3151
3152 if (chp)
3153 {
3154 if (parent != null)
3155 {
3156 parent.DestroyBody();
3157 }
3158 }
3159 else
3160 {
3161 DestroyBody();
3162 }
3163
3164 RemoveGeom();
3165
3166 // we don't need to do space calculation because the client sends a position update also.
3167 if (_size.X <= 0)
3168 _size.X = 0.01f;
3169 if (_size.Y <= 0)
3170 _size.Y = 0.01f;
3171 if (_size.Z <= 0)
3172 _size.Z = 0.01f;
3173 // Construction of new prim
3174
3175 CreateGeom();
3176
3177 if (prim_geom != IntPtr.Zero)
3178 {
3179 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3180 d.Quaternion myrot = new d.Quaternion();
3181 myrot.X = _orientation.X;
3182 myrot.Y = _orientation.Y;
3183 myrot.Z = _orientation.Z;
3184 myrot.W = _orientation.W;
3185 d.GeomSetQuaternion(prim_geom, ref myrot);
3186 }
3187
3188 if (m_isphysical)
3189 {
3190 if (chp)
3191 {
3192 if (parent != null)
3193 {
3194 parent.MakeBody();
3195 }
3196 }
3197 else
3198 MakeBody();
3199 }
3200
3201 else
3202 {
3203 UpdateCollisionCatFlags();
3204 ApplyCollisionCatFlags();
3205 }
3206
3207 resetCollisionAccounting();
3208 }
3209
3210 private void changeSize(Vector3 newSize)
3211 {
3212 _size = newSize;
3213 changeprimsizeshape();
3214 }
3215
3216 private void changeShape(PrimitiveBaseShape newShape)
3217 {
3218 if(newShape != null)
3219 _pbs = newShape;
3220 changeprimsizeshape();
3221 }
3222
3223 private void changeFloatOnWater(bool newval)
3224 {
3225 m_collidesWater = newval;
3226
3227 UpdateCollisionCatFlags();
3228 ApplyCollisionCatFlags();
3229 }
3230
3231 private void changeSetTorque(Vector3 newtorque)
3232 {
3233 if (!m_isSelected)
3234 {
3235 if (m_isphysical && Body != IntPtr.Zero)
3236 {
3237 if (m_disabled)
3238 enableBodySoft();
3239 else if (!d.BodyIsEnabled(Body))
3240 d.BodyEnable(Body);
3241
3242 }
3243 _torque = newtorque;
3244 }
3245 }
3246
3247 private void changeForce(Vector3 force)
3248 {
3249 m_force = force;
3250 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3251 d.BodyEnable(Body);
3252 }
3253
3254
3255 private void changeAddForce(Vector3 theforce)
3256 {
3257 m_forceacc += theforce;
3258 if (!m_isSelected)
3259 {
3260 lock (this)
3261 {
3262 //m_log.Info("[PHYSICS]: dequeing forcelist");
3263 if (m_isphysical && Body != IntPtr.Zero)
3264 {
3265 if (m_disabled)
3266 enableBodySoft();
3267 else if (!d.BodyIsEnabled(Body))
3268 d.BodyEnable(Body);
3269 }
3270 }
3271
3272 m_collisionscore = 0;
3273 }
3274 }
3275
3276 // actually angular impulse
3277 private void changeAddAngularImpulse(Vector3 aimpulse)
3278 {
3279 m_angularForceacc += aimpulse * m_invTimeStep;
3280 if (!m_isSelected)
3281 {
3282 lock (this)
3283 {
3284 if (m_isphysical && Body != IntPtr.Zero)
3285 {
3286 if (m_disabled)
3287 enableBodySoft();
3288 else if (!d.BodyIsEnabled(Body))
3289 d.BodyEnable(Body);
3290 }
3291 }
3292 m_collisionscore = 0;
3293 }
3294 }
3295
3296 private void changevelocity(Vector3 newVel)
3297 {
3298 if (!m_isSelected)
3299 {
3300 if (Body != IntPtr.Zero)
3301 {
3302 if (m_disabled)
3303 enableBodySoft();
3304 else if (!d.BodyIsEnabled(Body))
3305 d.BodyEnable(Body);
3306
3307 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3308 }
3309 //resetCollisionAccounting();
3310 }
3311 _velocity = newVel;
3312 }
3313
3314 private void changeVolumedetetion(bool newVolDtc)
3315 {
3316 m_isVolumeDetect = newVolDtc;
3317 m_fakeisVolumeDetect = newVolDtc;
3318 UpdateCollisionCatFlags();
3319 ApplyCollisionCatFlags();
3320 }
3321
3322 protected void changeBuilding(bool newbuilding)
3323 {
3324 // Check if we need to do anything
3325 if (newbuilding == m_building)
3326 return;
3327
3328 if ((bool)newbuilding)
3329 {
3330 m_building = true;
3331 if (!childPrim)
3332 DestroyBody();
3333 }
3334 else
3335 {
3336 m_building = false;
3337 CheckDelaySelect();
3338 if (!childPrim)
3339 MakeBody();
3340 }
3341 if (!childPrim && childrenPrim.Count > 0)
3342 {
3343 foreach (OdePrim prm in childrenPrim)
3344 prm.changeBuilding(m_building); // call directly
3345 }
3346 }
3347
3348 public void changeSetVehicle(VehicleData vdata)
3349 {
3350 if (m_vehicle == null)
3351 m_vehicle = new ODEDynamics(this);
3352 m_vehicle.DoSetVehicle(vdata);
3353 }
3354 private void changeVehicleType(int value)
3355 {
3356 if (value == (int)Vehicle.TYPE_NONE)
3357 {
3358 if (m_vehicle != null)
3359 m_vehicle = null;
3360 }
3361 else
3362 {
3363 if (m_vehicle == null)
3364 m_vehicle = new ODEDynamics(this);
3365
3366 m_vehicle.ProcessTypeChange((Vehicle)value);
3367 }
3368 }
3369
3370 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3371 {
3372 if (m_vehicle == null)
3373 return;
3374
3375 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3376 }
3377
3378 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3379 {
3380 if (m_vehicle == null)
3381 return;
3382 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3383 }
3384
3385 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3386 {
3387 if (m_vehicle == null)
3388 return;
3389 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3390 }
3391
3392 private void changeVehicleFlags(strVehicleBoolParam bp)
3393 {
3394 if (m_vehicle == null)
3395 return;
3396 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3397 }
3398
3399 #endregion
3400
3401 public void Move()
3402 {
3403 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3404 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3405 {
3406 if (!d.BodyIsEnabled(Body))
3407 {
3408 // let vehicles sleep
3409 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3410 return;
3411
3412 if (++bodydisablecontrol < 20)
3413 return;
3414
3415 bodydisablecontrol = 0;
3416 d.BodyEnable(Body);
3417 }
3418
3419 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3420
3421/* moved down to UpdateMove... where it belongs again
3422
3423 // check outside region
3424
3425 if (lpos.Z < -100 || lpos.Z > 100000f)
3426 {
3427 m_outbounds = true;
3428
3429 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3430 _acceleration.X = 0;
3431 _acceleration.Y = 0;
3432 _acceleration.Z = 0;
3433
3434 _velocity.X = 0;
3435 _velocity.Y = 0;
3436 _velocity.Z = 0;
3437 m_rotationalVelocity.X = 0;
3438 m_rotationalVelocity.Y = 0;
3439 m_rotationalVelocity.Z = 0;
3440
3441 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3442 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3443 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3444 m_lastposition = _position;
3445 m_lastorientation = _orientation;
3446
3447 base.RequestPhysicsterseUpdate();
3448
3449 throttleCounter = 0;
3450 _zeroFlag = true;
3451
3452 disableBodySoft(); // disable it and colisions
3453 base.RaiseOutOfBounds(_position);
3454 return;
3455 }
3456
3457 if (lpos.X < 0f)
3458 {
3459 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3460 m_outbounds = true;
3461 }
3462 else if (lpos.X > _parent_scene.WorldExtents.X)
3463 {
3464 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3465 m_outbounds = true;
3466 }
3467 if (lpos.Y < 0f)
3468 {
3469 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3470 m_outbounds = true;
3471 }
3472 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3473 {
3474 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3475 m_outbounds = true;
3476 }
3477
3478 if (m_outbounds)
3479 {
3480 m_lastposition = _position;
3481 m_lastorientation = _orientation;
3482
3483 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3484 m_rotationalVelocity.X = dtmp.X;
3485 m_rotationalVelocity.Y = dtmp.Y;
3486 m_rotationalVelocity.Z = dtmp.Z;
3487
3488 dtmp = d.BodyGetLinearVel(Body);
3489 _velocity.X = dtmp.X;
3490 _velocity.Y = dtmp.Y;
3491 _velocity.Z = dtmp.Z;
3492
3493 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3494 d.BodySetAngularVel(Body, 0, 0, 0);
3495 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3496 disableBodySoft(); // stop collisions
3497 base.RequestPhysicsterseUpdate();
3498 return;
3499 }
3500*/
3501 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3502 {
3503 // 'VEHICLES' are dealt with in ODEDynamics.cs
3504 m_vehicle.Step();
3505 return;
3506 }
3507
3508 float fx = 0;
3509 float fy = 0;
3510 float fz = 0;
3511
3512 float m_mass = _mass;
3513
3514 if (m_usePID && m_PIDTau > 0)
3515 {
3516 // for now position error
3517 _target_velocity =
3518 new Vector3(
3519 (m_PIDTarget.X - lpos.X),
3520 (m_PIDTarget.Y - lpos.Y),
3521 (m_PIDTarget.Z - lpos.Z)
3522 );
3523
3524 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3525 {
3526 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3527 d.BodySetLinearVel(Body, 0, 0, 0);
3528 return;
3529 }
3530 else
3531 {
3532 _zeroFlag = false;
3533
3534 float tmp = 1 / m_PIDTau;
3535 _target_velocity *= tmp;
3536
3537 // apply limits
3538 tmp = _target_velocity.Length();
3539 if (tmp > 50.0f)
3540 {
3541 tmp = 50 / tmp;
3542 _target_velocity *= tmp;
3543 }
3544 else if (tmp < 0.05f)
3545 {
3546 tmp = 0.05f / tmp;
3547 _target_velocity *= tmp;
3548 }
3549
3550 d.Vector3 vel = d.BodyGetLinearVel(Body);
3551 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3552 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3553 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3554// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3555 }
3556 } // end if (m_usePID)
3557
3558 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3559 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3560 {
3561
3562 // Non-Vehicles have a limited set of Hover options.
3563 // determine what our target height really is based on HoverType
3564
3565 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3566
3567 switch (m_PIDHoverType)
3568 {
3569 case PIDHoverType.Ground:
3570 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3571 break;
3572
3573 case PIDHoverType.GroundAndWater:
3574 m_waterHeight = _parent_scene.GetWaterLevel();
3575 if (m_groundHeight > m_waterHeight)
3576 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3577 else
3578 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3579 break;
3580 } // end switch (m_PIDHoverType)
3581
3582 // don't go underground unless volumedetector
3583
3584 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3585 {
3586 d.Vector3 vel = d.BodyGetLinearVel(Body);
3587
3588 fz = (m_targetHoverHeight - lpos.Z);
3589
3590 // if error is zero, use position control; otherwise, velocity control
3591 if (Math.Abs(fz) < 0.01f)
3592 {
3593 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3594 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3595 }
3596 else
3597 {
3598 _zeroFlag = false;
3599 fz /= m_PIDHoverTau;
3600
3601 float tmp = Math.Abs(fz);
3602 if (tmp > 50)
3603 fz = 50 * Math.Sign(fz);
3604 else if (tmp < 0.1)
3605 fz = 0.1f * Math.Sign(fz);
3606
3607 fz = ((fz - vel.Z) * m_invTimeStep);
3608 }
3609 }
3610 }
3611 else
3612 {
3613 float b = (1.0f - m_buoyancy);
3614 fx = _parent_scene.gravityx * b;
3615 fy = _parent_scene.gravityy * b;
3616 fz = _parent_scene.gravityz * b;
3617 }
3618
3619 fx *= m_mass;
3620 fy *= m_mass;
3621 fz *= m_mass;
3622
3623 // constant force
3624 fx += m_force.X;
3625 fy += m_force.Y;
3626 fz += m_force.Z;
3627
3628 fx += m_forceacc.X;
3629 fy += m_forceacc.Y;
3630 fz += m_forceacc.Z;
3631
3632 m_forceacc = Vector3.Zero;
3633
3634 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3635 if (fx != 0 || fy != 0 || fz != 0)
3636 {
3637 d.BodyAddForce(Body, fx, fy, fz);
3638 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3639 }
3640
3641 Vector3 trq;
3642
3643 trq = _torque;
3644 trq += m_angularForceacc;
3645 m_angularForceacc = Vector3.Zero;
3646 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3647 {
3648 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3649 }
3650 }
3651 else
3652 { // is not physical, or is not a body or is selected
3653 // _zeroPosition = d.BodyGetPosition(Body);
3654 return;
3655 //Console.WriteLine("Nothing " + Name);
3656
3657 }
3658 }
3659
3660 public void UpdatePositionAndVelocity()
3661 {
3662 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3663 {
3664 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3665 {
3666 bool lastZeroFlag = _zeroFlag;
3667
3668 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3669
3670 // check outside region
3671 if (lpos.Z < -100 || lpos.Z > 100000f)
3672 {
3673 m_outbounds = true;
3674
3675 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3676 _acceleration.X = 0;
3677 _acceleration.Y = 0;
3678 _acceleration.Z = 0;
3679
3680 _velocity.X = 0;
3681 _velocity.Y = 0;
3682 _velocity.Z = 0;
3683 m_rotationalVelocity.X = 0;
3684 m_rotationalVelocity.Y = 0;
3685 m_rotationalVelocity.Z = 0;
3686
3687 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3688 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3689 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3690 m_lastposition = _position;
3691 m_lastorientation = _orientation;
3692
3693 base.RequestPhysicsterseUpdate();
3694
3695 throttleCounter = 0;
3696 _zeroFlag = true;
3697
3698 disableBodySoft(); // disable it and colisions
3699 base.RaiseOutOfBounds(_position);
3700 return;
3701 }
3702
3703 if (lpos.X < 0f)
3704 {
3705 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3706 m_outbounds = true;
3707 }
3708 else if (lpos.X > _parent_scene.WorldExtents.X)
3709 {
3710 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3711 m_outbounds = true;
3712 }
3713 if (lpos.Y < 0f)
3714 {
3715 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3716 m_outbounds = true;
3717 }
3718 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3719 {
3720 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3721 m_outbounds = true;
3722 }
3723
3724 if (m_outbounds)
3725 {
3726 m_lastposition = _position;
3727 m_lastorientation = _orientation;
3728
3729 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3730 m_rotationalVelocity.X = dtmp.X;
3731 m_rotationalVelocity.Y = dtmp.Y;
3732 m_rotationalVelocity.Z = dtmp.Z;
3733
3734 dtmp = d.BodyGetLinearVel(Body);
3735 _velocity.X = dtmp.X;
3736 _velocity.Y = dtmp.Y;
3737 _velocity.Z = dtmp.Z;
3738
3739 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3740 d.BodySetAngularVel(Body, 0, 0, 0);
3741 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3742 disableBodySoft(); // stop collisions
3743 base.RequestPhysicsterseUpdate();
3744 return;
3745 }
3746
3747 d.Quaternion ori;
3748 d.GeomCopyQuaternion(prim_geom, out ori);
3749
3750 // decide if moving
3751 // use positions since this are integrated quantities
3752 // tolerance values depende a lot on simulation noise...
3753 // use simple math.abs since we dont need to be exact
3754
3755 if (
3756 (Math.Abs(_position.X - lpos.X) < 0.001f)
3757 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3758 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3759 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3760 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3761 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3762 )
3763 {
3764 _zeroFlag = true;
3765 }
3766 else
3767 _zeroFlag = false;
3768
3769 // update velocities and aceleration
3770 if (!(_zeroFlag && lastZeroFlag))
3771 {
3772 d.Vector3 vel = d.BodyGetLinearVel(Body);
3773
3774 _acceleration = _velocity;
3775
3776 if ((Math.Abs(vel.X) < 0.001f) &&
3777 (Math.Abs(vel.Y) < 0.001f) &&
3778 (Math.Abs(vel.Z) < 0.001f))
3779 {
3780 _velocity = Vector3.Zero;
3781 float t = -m_invTimeStep;
3782 _acceleration = _acceleration * t;
3783 }
3784 else
3785 {
3786 _velocity.X = vel.X;
3787 _velocity.Y = vel.Y;
3788 _velocity.Z = vel.Z;
3789 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3790 }
3791
3792 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3793 (Math.Abs(_acceleration.Y) < 0.01f) &&
3794 (Math.Abs(_acceleration.Z) < 0.01f))
3795 {
3796 _acceleration = Vector3.Zero;
3797 }
3798
3799 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3800 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3801 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3802 )
3803 {
3804 m_rotationalVelocity = Vector3.Zero;
3805 }
3806 else
3807 {
3808 vel = d.BodyGetAngularVel(Body);
3809 m_rotationalVelocity.X = vel.X;
3810 m_rotationalVelocity.Y = vel.Y;
3811 m_rotationalVelocity.Z = vel.Z;
3812 }
3813 }
3814
3815 if (_zeroFlag)
3816 {
3817 if (lastZeroFlag)
3818 {
3819 _velocity = Vector3.Zero;
3820 _acceleration = Vector3.Zero;
3821 m_rotationalVelocity = Vector3.Zero;
3822 }
3823
3824 if (!m_lastUpdateSent)
3825 {
3826 base.RequestPhysicsterseUpdate();
3827 if (lastZeroFlag)
3828 m_lastUpdateSent = true;
3829 }
3830 return;
3831 }
3832
3833 _position.X = lpos.X;
3834 _position.Y = lpos.Y;
3835 _position.Z = lpos.Z;
3836
3837 _orientation.X = ori.X;
3838 _orientation.Y = ori.Y;
3839 _orientation.Z = ori.Z;
3840 _orientation.W = ori.W;
3841 base.RequestPhysicsterseUpdate();
3842 m_lastUpdateSent = false;
3843 }
3844 }
3845 }
3846
3847 internal static bool QuaternionIsFinite(Quaternion q)
3848 {
3849 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3850 return false;
3851 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3852 return false;
3853 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3854 return false;
3855 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3856 return false;
3857 return true;
3858 }
3859
3860 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3861 {
3862 // assumes object center of mass is zero
3863 float smass = part.mass;
3864 theobj.mass -= smass;
3865
3866 smass *= 1.0f / (theobj.mass); ;
3867
3868 theobj.c.X -= part.c.X * smass;
3869 theobj.c.Y -= part.c.Y * smass;
3870 theobj.c.Z -= part.c.Z * smass;
3871
3872 theobj.I.M00 -= part.I.M00;
3873 theobj.I.M01 -= part.I.M01;
3874 theobj.I.M02 -= part.I.M02;
3875 theobj.I.M10 -= part.I.M10;
3876 theobj.I.M11 -= part.I.M11;
3877 theobj.I.M12 -= part.I.M12;
3878 theobj.I.M20 -= part.I.M20;
3879 theobj.I.M21 -= part.I.M21;
3880 theobj.I.M22 -= part.I.M22;
3881 }
3882
3883 private void donullchange()
3884 {
3885 }
3886
3887 public bool DoAChange(changes what, object arg)
3888 {
3889 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3890 {
3891 return false;
3892 }
3893
3894 // nasty switch
3895 switch (what)
3896 {
3897 case changes.Add:
3898 changeadd();
3899 break;
3900 case changes.Remove:
3901 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3902 //When we return true, it destroys all of the prims in the linkset anyway
3903 if (_parent != null)
3904 {
3905 OdePrim parent = (OdePrim)_parent;
3906 parent.ChildRemove(this, false);
3907 }
3908 else
3909 ChildRemove(this, false);
3910
3911 m_vehicle = null;
3912 RemoveGeom();
3913 m_targetSpace = IntPtr.Zero;
3914 if (m_eventsubscription > 0)
3915 UnSubscribeEvents();
3916 return true;
3917
3918 case changes.Link:
3919 OdePrim tmp = (OdePrim)arg;
3920 changeLink(tmp);
3921 break;
3922
3923 case changes.DeLink:
3924 changeLink(null);
3925 break;
3926
3927 case changes.Position:
3928 changePosition((Vector3)arg);
3929 break;
3930
3931 case changes.Orientation:
3932 changeOrientation((Quaternion)arg);
3933 break;
3934
3935 case changes.PosOffset:
3936 donullchange();
3937 break;
3938
3939 case changes.OriOffset:
3940 donullchange();
3941 break;
3942
3943 case changes.Velocity:
3944 changevelocity((Vector3)arg);
3945 break;
3946
3947// case changes.Acceleration:
3948// changeacceleration((Vector3)arg);
3949// break;
3950// case changes.AngVelocity:
3951// changeangvelocity((Vector3)arg);
3952// break;
3953
3954 case changes.Force:
3955 changeForce((Vector3)arg);
3956 break;
3957
3958 case changes.Torque:
3959 changeSetTorque((Vector3)arg);
3960 break;
3961
3962 case changes.AddForce:
3963 changeAddForce((Vector3)arg);
3964 break;
3965
3966 case changes.AddAngForce:
3967 changeAddAngularImpulse((Vector3)arg);
3968 break;
3969
3970 case changes.AngLock:
3971 changeAngularLock((Vector3)arg);
3972 break;
3973
3974 case changes.Size:
3975 changeSize((Vector3)arg);
3976 break;
3977
3978 case changes.Shape:
3979 changeShape((PrimitiveBaseShape)arg);
3980 break;
3981
3982 case changes.CollidesWater:
3983 changeFloatOnWater((bool)arg);
3984 break;
3985
3986 case changes.VolumeDtc:
3987 changeVolumedetetion((bool)arg);
3988 break;
3989
3990 case changes.Phantom:
3991 changePhantomStatus((bool)arg);
3992 break;
3993
3994 case changes.Physical:
3995 changePhysicsStatus((bool)arg);
3996 break;
3997
3998 case changes.Selected:
3999 changeSelectedStatus((bool)arg);
4000 break;
4001
4002 case changes.disabled:
4003 changeDisable((bool)arg);
4004 break;
4005
4006 case changes.building:
4007 changeBuilding((bool)arg);
4008 break;
4009
4010 case changes.VehicleType:
4011 changeVehicleType((int)arg);
4012 break;
4013
4014 case changes.VehicleFlags:
4015 changeVehicleFlags((strVehicleBoolParam) arg);
4016 break;
4017
4018 case changes.VehicleFloatParam:
4019 changeVehicleFloatParam((strVehicleFloatParam) arg);
4020 break;
4021
4022 case changes.VehicleVectorParam:
4023 changeVehicleVectorParam((strVehicleVectorParam) arg);
4024 break;
4025
4026 case changes.VehicleRotationParam:
4027 changeVehicleRotationParam((strVehicleQuatParam) arg);
4028 break;
4029
4030 case changes.SetVehicle:
4031 changeSetVehicle((VehicleData) arg);
4032 break;
4033 case changes.Null:
4034 donullchange();
4035 break;
4036
4037 default:
4038 donullchange();
4039 break;
4040 }
4041 return false;
4042 }
4043
4044 public void AddChange(changes what, object arg)
4045 {
4046 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4047 }
4048
4049
4050 private struct strVehicleBoolParam
4051 {
4052 public int param;
4053 public bool value;
4054 }
4055
4056 private struct strVehicleFloatParam
4057 {
4058 public int param;
4059 public float value;
4060 }
4061
4062 private struct strVehicleQuatParam
4063 {
4064 public int param;
4065 public Quaternion value;
4066 }
4067
4068 private struct strVehicleVectorParam
4069 {
4070 public int param;
4071 public Vector3 value;
4072 }
4073 }
4074}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..5122ebf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,603 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 string name;
474
475 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
476 return;
477
478 if (name == "Terrain")
479 {
480 // land colision
481 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
482 return;
483 }
484 else if (name == "Water")
485 {
486 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
487 return;
488 }
489 else
490 return;
491 }
492 else
493 {
494 if (p2 is OdePrim)
495 {
496 RayFilterFlags thisFlags;
497
498 if (p2.IsPhysical)
499 thisFlags = RayFilterFlags.physical;
500 else
501 thisFlags = RayFilterFlags.nonphysical;
502
503 if (p2.Phantom)
504 thisFlags |= RayFilterFlags.phantom;
505
506 if (p2.IsVolumeDtc)
507 thisFlags |= RayFilterFlags.volumedtc;
508
509 if ((thisFlags & CurrentRayFilter) == 0)
510 return;
511
512 ID = ((OdePrim)p2).m_localID;
513 }
514 else if (p2 is OdeCharacter)
515 {
516 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
517 return;
518 else
519 ID = ((OdeCharacter)p2).m_localID;
520 }
521 else //??
522 return;
523 }
524
525 d.ContactGeom curcontact = new d.ContactGeom();
526
527 // closestHit for now only works for meshs, so must do it for others
528 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
529 {
530 // Loop all contacts, build results.
531 for (int i = 0; i < count; i++)
532 {
533 if (!GetCurContactGeom(i, ref curcontact))
534 break;
535
536 ContactResult collisionresult = new ContactResult();
537 collisionresult.ConsumerID = ID;
538 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
539 collisionresult.Depth = curcontact.depth;
540 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
541 curcontact.normal.Z);
542 lock (m_contactResults)
543 {
544 m_contactResults.Add(collisionresult);
545 if (m_contactResults.Count >= CurrentMaxCount)
546 return;
547 }
548 }
549 }
550 else
551 {
552 // keep only closest contact
553 ContactResult collisionresult = new ContactResult();
554 collisionresult.ConsumerID = ID;
555 collisionresult.Depth = float.MaxValue;
556
557 for (int i = 0; i < count; i++)
558 {
559 if (!GetCurContactGeom(i, ref curcontact))
560 break;
561
562 if (curcontact.depth < collisionresult.Depth)
563 {
564 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
565 collisionresult.Depth = curcontact.depth;
566 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
567 curcontact.normal.Z);
568 }
569 }
570
571 if (collisionresult.Depth != float.MaxValue)
572 {
573 lock (m_contactResults)
574 m_contactResults.Add(collisionresult);
575 }
576 }
577 }
578
579 /// <summary>
580 /// Dereference the creator scene so that it can be garbage collected if needed.
581 /// </summary>
582 internal void Dispose()
583 {
584 m_scene = null;
585 if (ray != IntPtr.Zero)
586 {
587 d.GeomDestroy(ray);
588 ray = IntPtr.Zero;
589 }
590 }
591 }
592
593 public struct ODERayRequest
594 {
595 public IntPtr geom;
596 public Vector3 Origin;
597 public Vector3 Normal;
598 public int Count;
599 public float length;
600 public object callbackMethod;
601 public RayFilterFlags filter;
602 }
603} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..0e4961b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2005 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 UbitTerrainClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 5
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
219
220 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
221 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
222
223 #endregion
224
225 #region Structs
226
227 [StructLayout(LayoutKind.Sequential)]
228 public struct AABB
229 {
230 public dReal MinX, MaxX;
231 public dReal MinY, MaxY;
232 public dReal MinZ, MaxZ;
233 }
234
235
236 [StructLayout(LayoutKind.Sequential)]
237 public struct Contact
238 {
239 public SurfaceParameters surface;
240 public ContactGeom geom;
241 public Vector3 fdir1;
242 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
243 }
244
245
246 [StructLayout(LayoutKind.Sequential)]
247 public struct ContactGeom
248 {
249
250 public Vector3 pos;
251 public Vector3 normal;
252 public dReal depth;
253 public IntPtr g1;
254 public IntPtr g2;
255 public int side1;
256 public int side2;
257 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
258 }
259
260 [StructLayout(LayoutKind.Sequential)]
261 public struct GeomClass
262 {
263 public int bytes;
264 public GetColliderFnFn collider;
265 public GetAABBFn aabb;
266 public AABBTestFn aabb_test;
267 public GeomDtorFn dtor;
268 }
269
270
271 [StructLayout(LayoutKind.Sequential)]
272 public struct JointFeedback
273 {
274 public Vector3 f1;
275 public Vector3 t1;
276 public Vector3 f2;
277 public Vector3 t2;
278 }
279
280
281 [StructLayout(LayoutKind.Sequential)]
282 public struct Mass
283 {
284 public dReal mass;
285 public Vector4 c;
286 public Matrix3 I;
287 }
288
289
290 [StructLayout(LayoutKind.Sequential)]
291 public struct Matrix3
292 {
293 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
294 {
295 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
296 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
297 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
298 }
299 public dReal M00, M10, M20;
300 private dReal _m30;
301 public dReal M01, M11, M21;
302 private dReal _m31;
303 public dReal M02, M12, M22;
304 private dReal _m32;
305 }
306
307 [StructLayout(LayoutKind.Sequential)]
308 public struct Matrix4
309 {
310 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
311 dReal m01, dReal m11, dReal m21, dReal m31,
312 dReal m02, dReal m12, dReal m22, dReal m32,
313 dReal m03, dReal m13, dReal m23, dReal m33)
314 {
315 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
316 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
317 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
318 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
319 }
320 public dReal M00, M10, M20, M30;
321 public dReal M01, M11, M21, M31;
322 public dReal M02, M12, M22, M32;
323 public dReal M03, M13, M23, M33;
324 }
325
326 [StructLayout(LayoutKind.Sequential)]
327 public struct Quaternion
328 {
329 public dReal W, X, Y, Z;
330 }
331
332
333 [StructLayout(LayoutKind.Sequential)]
334 public struct SurfaceParameters
335 {
336 public ContactFlags mode;
337 public dReal mu;
338 public dReal mu2;
339 public dReal bounce;
340 public dReal bounce_vel;
341 public dReal soft_erp;
342 public dReal soft_cfm;
343 public dReal motion1;
344 public dReal motion2;
345 public dReal motionN;
346 public dReal slip1;
347 public dReal slip2;
348 }
349
350
351 [StructLayout(LayoutKind.Sequential)]
352 public struct Vector3
353 {
354 public Vector3(dReal x, dReal y, dReal z)
355 {
356 X = x; Y = y; Z = z; _w = 0.0f;
357 }
358 public dReal X, Y, Z;
359 private dReal _w;
360 }
361
362
363 [StructLayout(LayoutKind.Sequential)]
364 public struct Vector4
365 {
366 public Vector4(dReal x, dReal y, dReal z, dReal w)
367 {
368 X = x; Y = y; Z = z; W = w;
369 }
370 public dReal X, Y, Z, W;
371 }
372
373 #endregion
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
376 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
382 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
424 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
425
426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
427 public static extern IntPtr BodyiCreate(IntPtr world);
428 public static IntPtr BodyCreate(IntPtr world)
429 {
430 NTotalBodies++;
431 return BodyiCreate(world);
432 }
433
434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
435 public static extern void BodyiDestroy(IntPtr body);
436 public static void BodyDestroy(IntPtr body)
437 {
438 NTotalBodies--;
439 BodyiDestroy(body);
440 }
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyDisable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
446 public static extern void BodyEnable(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
449 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
452 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
455 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
458 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
461 public static extern int BodyGetAutoDisableSteps(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
464 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
465
466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
467 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
468 public static Vector3 BodyGetAngularVel(IntPtr body)
469 {
470 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
471 }
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
474 public static extern IntPtr BodyGetData(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
477 public static extern int BodyGetFiniteRotationMode(IntPtr body);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
480 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
481
482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
483 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
484 public static Vector3 BodyGetForce(IntPtr body)
485 {
486 unsafe { return *(BodyGetForceUnsafe(body)); }
487 }
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
490 public static extern bool BodyGetGravityMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
493 public static extern int BodyGetGyroscopicMode(IntPtr body);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
496 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
497
498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
499 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
500 public static Vector3 BodyGetLinearVel(IntPtr body)
501 {
502 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
503 }
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
506 public static extern void BodyGetMass(IntPtr body, out Mass mass);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
509 public static extern int BodyGetNumJoints(IntPtr body);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
512 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
513
514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
515 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
516 public static Vector3 BodyGetPosition(IntPtr body)
517 {
518 unsafe { return *(BodyGetPositionUnsafe(body)); }
519 }
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
522 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
523
524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
525 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
526 public static Quaternion BodyGetQuaternion(IntPtr body)
527 {
528 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
529 }
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
535 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
536
537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
538 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
539 public static Matrix3 BodyGetRotation(IntPtr body)
540 {
541 unsafe { return *(BodyGetRotationUnsafe(body)); }
542 }
543
544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
545 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
546 public static Vector3 BodyGetTorque(IntPtr body)
547 {
548 unsafe { return *(BodyGetTorqueUnsafe(body)); }
549 }
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetWorld(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
558 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
559
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
562 public static extern bool BodyIsEnabled(IntPtr body);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableDefaults(IntPtr body);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetData(IntPtr body, IntPtr data);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetLinearDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern dReal BodyGetAngularDamping(IntPtr body);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
619 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
623
624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
625 public static extern void BodySetGravityMode(IntPtr body, bool mode);
626
627 /// <summary>
628 /// Sets the Gyroscopic term status on the body specified.
629 /// </summary>
630 /// <param name="body">Pointer to body</param>
631 /// <param name="enabled">NonZero enabled, Zero disabled</param>
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
633 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetMass(IntPtr body, ref Mass mass);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
663 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
664
665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
666 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
667 ref Vector3 side1, ref Vector3 p2,
668 ref Matrix3 R2, ref Vector3 side2,
669 ref Vector3 normal, out dReal depth, out int return_code,
670 int maxc, out ContactGeom contact, int skip);
671
672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
673 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
674 ref Vector3 side1, ref Vector3 _p2,
675 ref Matrix3 R2, ref Vector3 side2);
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
678 public static extern void CleanupODEAllDataForThread();
679
680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
681 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
682 ref Vector3 b1, ref Vector3 b2,
683 ref Vector3 cp1, ref Vector3 cp2);
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
686 public static extern void CloseODE();
687
688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
689 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
695
696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
697 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
698 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
699 {
700 NTotalGeoms++;
701 return CreateiBox(space, lx, ly, lz);
702 }
703
704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
705 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
706 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
707 {
708 NTotalGeoms++;
709 return CreateiCapsule(space, radius, length);
710 }
711
712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
713 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
714 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
715 {
716 NTotalGeoms++;
717 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
718 }
719
720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
721 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
722 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
723 {
724 NTotalGeoms++;
725 return CreateiCylinder(space, radius, length);
726 }
727
728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
729 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
730 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
731 {
732 NTotalGeoms++;
733 return CreateiHeightfield(space, data, bPlaceable);
734 }
735
736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
737 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
738 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
739 {
740 NTotalGeoms++;
741 return CreateiUbitTerrain(space, data, bPlaceable);
742 }
743
744
745
746
747
748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
749 public static extern IntPtr CreateiGeom(int classnum);
750 public static IntPtr CreateGeom(int classnum)
751 {
752 NTotalGeoms++;
753 return CreateiGeom(classnum);
754 }
755
756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
757 public static extern int CreateGeomClass(ref GeomClass classptr);
758
759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
760 public static extern IntPtr CreateGeomTransform(IntPtr space);
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
764 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
765 {
766 NTotalGeoms++;
767 return CreateiPlane(space, a, b, c, d);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
772 public static IntPtr CreateRay(IntPtr space, dReal length)
773 {
774 NTotalGeoms++;
775 return CreateiRay(space, length);
776 }
777
778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
779 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
780 public static IntPtr CreateSphere(IntPtr space, dReal radius)
781 {
782 NTotalGeoms++;
783 return CreateiSphere(space, radius);
784 }
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
787 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
788 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
789 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
791 {
792 NTotalGeoms++;
793 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
794 }
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
796 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
799 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
802 public static extern int FactorCholesky(ref dReal A00, int n);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
805 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
808 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
814 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
817 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
820 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
823 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
829 public static extern void GeomClearOffset(IntPtr geom);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
847 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
854
855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
856 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
857
858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
859 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomiDestroy(IntPtr geom);
869 public static void GeomDestroy(IntPtr geom)
870 {
871 NTotalGeoms--;
872 GeomiDestroy(geom);
873 }
874
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
877 public static extern void GeomDisable(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
880 public static extern void GeomEnable(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
883 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
886 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetBody(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
892 public static extern uint GeomGetCategoryBits(IntPtr geom);
893
894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
895 public static extern IntPtr GeomGetClassData(IntPtr geom);
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
898 public static extern uint GeomGetCollideBits(IntPtr geom);
899
900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
901 public static extern GeomClassID GeomGetClass(IntPtr geom);
902
903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
904 public static extern IntPtr GeomGetData(IntPtr geom);
905
906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
907 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
908 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
909 {
910 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
911 }
912
913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
914 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
915 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
916 {
917 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
918 }
919
920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
921 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
922 public static Vector3 GeomGetPosition(IntPtr geom)
923 {
924 unsafe { return *(GeomGetPositionUnsafe(geom)); }
925 }
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
929
930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
931 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
934 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
935 public static Matrix3 GeomGetRotation(IntPtr geom)
936 {
937 unsafe { return *(GeomGetRotationUnsafe(geom)); }
938 }
939
940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
941 public static extern IntPtr GeomGetSpace(IntPtr geom);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
979 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
980 dReal width, dReal depth, int widthSamples, int depthSamples,
981 dReal scale, dReal offset, dReal thickness, int bWrap);
982
983
984
985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
986 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
987 dReal width, dReal depth, int widthSamples, int depthSamples,
988 dReal scale, dReal offset, dReal thickness, int bWrap);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
992 dReal width, dReal depth, int widthSamples, int depthSamples,
993 dReal scale, dReal offset, dReal thickness, int bWrap);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
996 public static extern IntPtr GeomHeightfieldDataCreate();
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1005 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1008 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1009
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1013 dReal sampleSize, int widthSamples, int depthSamples,
1014 dReal offset, dReal thickness, int bWrap);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1018 dReal sampleSize, int widthSamples, int depthSamples,
1019 dReal thickness, int bWrap);
1020
1021 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1022 public static extern IntPtr GeomUbitTerrainDataCreate();
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1026
1027 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1028 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1029
1030 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1031 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1032
1033 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1034 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1035
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1038 public static extern bool GeomIsEnabled(IntPtr geom);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1041 public static extern bool GeomIsOffset(IntPtr geom);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1044 public static extern bool GeomIsSpace(IntPtr geom);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1050 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1053 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1065 public static extern int GeomRayGetClosestHit(IntPtr ray);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1068 public static extern dReal GeomRayGetLength(IntPtr ray);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1071 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1095 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1101 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1104 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1110 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1113 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1116 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1129
1130 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1131 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1135
1136 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1137 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1138
1139 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1140 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1141
1142 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1143 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1144
1145 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1146 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1147
1148 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1149 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1150
1151 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1152 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1155 public static extern int GeomTransformGetCleanup(IntPtr geom);
1156
1157 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1158 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1161 public static extern int GeomTransformGetInfo(IntPtr geom);
1162
1163 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1164 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1168
1169 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1170 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1174 double[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1184 double[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 double[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1196 dReal[] vertices, int vertexStride, int vertexCount,
1197 int[] indices, int indexCount, int triStride);
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1201 IntPtr vertices, int vertexStride, int vertexCount,
1202 IntPtr indices, int indexCount, int triStride);
1203
1204 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1205 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1206 dReal[] vertices, int vertexStride, int vertexCount,
1207 int[] indices, int indexCount, int triStride,
1208 dReal[] normals);
1209
1210 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1211 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1212 IntPtr vertices, int vertexStride, int vertexCount,
1213 IntPtr indices, int indexCount, int triStride,
1214 IntPtr normals);
1215
1216 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1217 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1218 float[] vertices, int vertexStride, int vertexCount,
1219 int[] indices, int indexCount, int triStride);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1222 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1223 IntPtr vertices, int vertexStride, int vertexCount,
1224 IntPtr indices, int indexCount, int triStride);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1227 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1228 float[] vertices, int vertexStride, int vertexCount,
1229 int[] indices, int indexCount, int triStride,
1230 float[] normals);
1231
1232 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1233 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1234 IntPtr vertices, int vertexStride, int vertexCount,
1235 IntPtr indices, int indexCount, int triStride,
1236 IntPtr normals);
1237
1238 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1239 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1240
1241 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1242 public static extern IntPtr GeomTriMeshDataCreate();
1243
1244 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1245 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1246
1247 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1248 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1249
1250 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1251 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1252
1253 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1254 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1255
1256 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1257 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1258
1259 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1260 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1261
1262 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1263 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1264
1265 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1266 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1267
1268 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1269 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1270
1271 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1272 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1273 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1274 {
1275 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1276 }
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1279 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1282 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1285 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1288 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1291 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1294 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1297 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1300 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1303 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1306 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1309 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1312 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1315 public static extern string GetConfiguration(string str);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr HashSpaceCreate(IntPtr space);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1321 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1324 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1327 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1330 public static extern void InitODE();
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1333 public static extern int InitODE2(uint ODEInitFlags);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1336 public static extern int IsPositiveDefinite(ref dReal A, int n);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1339 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1342 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1345 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1348 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1363 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1366 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1369 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1371 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1374 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1377 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1401 public static extern void JointDestroy(IntPtr j);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1404 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1407 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1413 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1416 public static extern int JointGetAMotorMode(IntPtr j);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1419 public static extern int JointGetAMotorNumAxes(IntPtr j);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1422 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1425 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1428 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1431 public static extern IntPtr JointGetBody(IntPtr j);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1434 public static extern IntPtr JointGetData(IntPtr j);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1437 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1438 public static JointFeedback JointGetFeedback(IntPtr j)
1439 {
1440 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1441 }
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1444 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetHingeAngle(IntPtr j);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1450 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1471 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1474 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1483 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1489 public static extern int JointGetLMotorNumAxes(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1498 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1504 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1507 public static extern dReal JointGetPRPosition(IntPtr j);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetPRPositionRate(IntPtr j);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1513 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetSliderPosition(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1522 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1525 public static extern JointType JointGetType(IntPtr j);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1534 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1537 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1540 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1555 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1558 public static extern IntPtr JointGroupCreate(int max_size);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGroupDestroy(IntPtr group);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointGroupEmpty(IntPtr group);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetData(IntPtr j, IntPtr data);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetFixed(IntPtr j);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1672 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassAdd(ref Mass a, ref Mass b);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassAdjust(ref Mass m, dReal newmass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1681 public static extern bool MassCheck(ref Mass m);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1690 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetParameters(out Mass mass, dReal themass,
1709 dReal cgx, dReal cgy, dReal cgz,
1710 dReal i11, dReal i22, dReal i33,
1711 dReal i12, dReal i13, dReal i23);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1717 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1718
1719 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1720 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetZero(out Mass mass);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1726 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1729 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1732 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1733 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1734 {
1735 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1736 }
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1739 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1742 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1745 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1748 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1751 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QSetIdentity(out Quaternion q);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1766 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1769 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1772 public static extern dReal RandReal();
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1775 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1778 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1781 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RSetIdentity(out Matrix3 R);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1793 public static extern void SetValue(out dReal a, int n);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1796 public static extern void SetZero(out dReal a, int n);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1799 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1817 public static extern bool SpaceLockQuery(IntPtr space);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SpaceClean(IntPtr space);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1826 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceDestroy(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1832 public static extern bool SpaceGetCleanup(IntPtr space);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1835 public static extern int SpaceGetNumGeoms(IntPtr space);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1838 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1841 public static extern int SpaceGetSublevel(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1844 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1847 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1850 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1853 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1856 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1859 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1862 public static extern IntPtr WorldCreate();
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1865 public static extern void WorldDestroy(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1868 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1874 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1880 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1883 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1886 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1889 public static extern dReal WorldGetCFM(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetERP(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1904 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1907 public static extern dReal WorldGetAngularDamping(IntPtr world);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetLinearDamping(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1919 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetQuickStepW(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetERP(IntPtr world, dReal erp);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldStep(IntPtr world, dReal stepsize);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2004 }
2005}
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..286c7f0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2835 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.8f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 public int odetimestepMS = 20; // rounded
194 private float metersInSpace = 25.6f;
195 private float m_timeDilation = 1.0f;
196
197 DateTime m_lastframe;
198
199 public float gravityx = 0f;
200 public float gravityy = 0f;
201 public float gravityz = -9.8f;
202
203 private float waterlevel = 0f;
204 private int framecount = 0;
205
206 private IntPtr WaterGeom = IntPtr.Zero;
207 private IntPtr WaterHeightmapData = IntPtr.Zero;
208 private GCHandle WaterMapHandler = new GCHandle();
209
210 public float avPIDD = 2200f; // make it visible
211 public float avPIDP = 900f; // make it visible
212 private float avCapRadius = 0.37f;
213 private float avDensity = 3f;
214 private float avMovementDivisorWalk = 1.3f;
215 private float avMovementDivisorRun = 0.8f;
216 private float minimumGroundFlightOffset = 3f;
217 public float maximumMassObject = 10000.01f;
218
219 public bool meshSculptedPrim = true;
220 public bool forceSimplePrimMeshing = false;
221
222 public float meshSculptLOD = 32;
223 public float MeshSculptphysicalLOD = 32;
224
225 public float geomDefaultDensity = 10.000006836f;
226
227 public int geomContactPointsStartthrottle = 3;
228 public int geomUpdatesPerThrottledUpdate = 15;
229
230 public float bodyPIDD = 35f;
231 public float bodyPIDG = 25;
232
233// public int geomCrossingFailuresBeforeOutofbounds = 6;
234
235 public int bodyFramesAutoDisable = 5;
236
237
238 private d.NearCallback nearCallback;
239
240 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
241 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
244
245 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
246
247 /// <summary>
248 /// A list of actors that should receive collision events.
249 /// </summary>
250 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
251 private readonly List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
252
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
257 private float contactsurfacelayer = 0.002f;
258
259 private int contactsPerCollision = 80;
260 internal IntPtr ContactgeomsArray = IntPtr.Zero;
261 private IntPtr GlobalContactsArray = IntPtr.Zero;
262
263 const int maxContactsbeforedeath = 4000;
264 private volatile int m_global_contactcount = 0;
265
266
267 private readonly IntPtr contactgroup;
268
269 public ContactData[] m_materialContactsData = new ContactData[8];
270
271 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
272 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
273 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
274
275 private int m_physicsiterations = 10;
276 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
277 private readonly PhysicsActor PANull = new NullPhysicsActor();
278 private float step_time = 0.0f;
279
280 public IntPtr world;
281
282 private uint obj2LocalID = 0;
283 private OdeCharacter cc1;
284 private OdePrim cp1;
285 private OdeCharacter cc2;
286 private OdePrim cp2;
287
288 // split the spaces acording to contents type
289 // ActiveSpace contains characters and active prims
290 // StaticSpace contains land and other that is mostly static in enviroment
291 // this can contain subspaces, like the grid in staticspace
292 // as now space only contains this 2 top spaces
293
294 public IntPtr TopSpace; // the global space
295 public IntPtr ActiveSpace; // space for active prims
296 public IntPtr StaticSpace; // space for the static things around
297
298 // some speedup variables
299 private int spaceGridMaxX;
300 private int spaceGridMaxY;
301 private float spacesPerMeter;
302
303 // split static geometry collision into a grid as before
304 private IntPtr[,] staticPrimspace;
305
306 public Object OdeLock;
307 private static Object SimulationLock;
308
309 public IMesher mesher;
310
311 private IConfigSource m_config;
312
313 public bool physics_logging = false;
314 public int physics_logging_interval = 0;
315 public bool physics_logging_append_existing_logfile = false;
316
317 private Vector3 m_worldOffset = Vector3.Zero;
318 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
319 private PhysicsScene m_parentScene = null;
320
321 private ODERayCastRequestManager m_rayCastManager;
322
323
324/* maybe needed if ode uses tls
325 private void checkThread()
326 {
327
328 int th = Thread.CurrentThread.ManagedThreadId;
329 if(th != threadid)
330 {
331 threadid = th;
332 d.AllocateODEDataForThread(~0U);
333 }
334 }
335 */
336 /// <summary>
337 /// Initiailizes the scene
338 /// Sets many properties that ODE requires to be stable
339 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
340 /// </summary>
341 public OdeScene(string sceneIdentifier)
342 {
343 m_log
344 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
345
346// checkThread();
347 Name = sceneIdentifier;
348
349 OdeLock = new Object();
350 SimulationLock = new Object();
351
352 nearCallback = near;
353
354 m_rayCastManager = new ODERayCastRequestManager(this);
355 lock (OdeLock)
356 {
357 // Create the world and the first space
358 try
359 {
360 world = d.WorldCreate();
361 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
362
363 // now the major subspaces
364 ActiveSpace = d.HashSpaceCreate(TopSpace);
365 StaticSpace = d.HashSpaceCreate(TopSpace);
366 }
367 catch
368 {
369 // i must RtC#FM
370 }
371
372 d.HashSpaceSetLevels(TopSpace, -2, 8);
373 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
374 d.HashSpaceSetLevels(StaticSpace, -2, 8);
375
376 // demote to second level
377 d.SpaceSetSublevel(ActiveSpace, 1);
378 d.SpaceSetSublevel(StaticSpace, 1);
379
380 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
381 CollisionCategories.Geom |
382 CollisionCategories.Character |
383 CollisionCategories.Phantom |
384 CollisionCategories.VolumeDtc
385 ));
386 d.GeomSetCollideBits(ActiveSpace, 0);
387 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
388 CollisionCategories.Geom |
389 CollisionCategories.Land |
390 CollisionCategories.Water |
391 CollisionCategories.Phantom |
392 CollisionCategories.VolumeDtc
393 ));
394 d.GeomSetCollideBits(StaticSpace, 0);
395
396 contactgroup = d.JointGroupCreate(0);
397 //contactgroup
398
399 d.WorldSetAutoDisableFlag(world, false);
400 }
401 }
402
403 // Initialize the mesh plugin
404// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
405 public override void Initialise(IMesher meshmerizer, IConfigSource config)
406 {
407// checkThread();
408 mesher = meshmerizer;
409 m_config = config;
410/*
411 string ode_config = d.GetConfiguration("ODE");
412 if (ode_config != null && ode_config != "")
413 {
414 m_log.WarnFormat("ODE configuration: {0}", ode_config);
415
416 if (ode_config.Contains("ODE_Ubit"))
417 {
418 OdeUbitLib = true;
419 }
420 }
421*/
422 /*
423 if (region != null)
424 {
425 WorldExtents.X = region.RegionSizeX;
426 WorldExtents.Y = region.RegionSizeY;
427 }
428 */
429
430 // Defaults
431
432 int contactsPerCollision = 80;
433
434 if (m_config != null)
435 {
436 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
437 if (physicsconfig != null)
438 {
439 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
440 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
441 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
442
443 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
444
445 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
446
447 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
448 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
449
450 avDensity = physicsconfig.GetFloat("av_density", avDensity);
451 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
452 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
453 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
454
455 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
456
457 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
458 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
459// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
460
461 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
462 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
463/*
464 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
465 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
466*/
467 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
468 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
469 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
470 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
471/*
472 if (Environment.OSVersion.Platform == PlatformID.Unix)
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
476 }
477 else
478 {
479
480 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
481 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
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 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
489 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
490 }
491 }
492
493 HalfOdeStep = ODE_STEPSIZE * 0.5f;
494 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
495
496 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
497 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
498
499 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
500 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
501
502 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
503 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
504
505 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
506 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
507
508 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
509 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
510
511 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
512 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
513
514 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
515 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
516
517 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
518 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
519
520 m_materialContactsData[(int)Material.light].mu = 0.0f;
521 m_materialContactsData[(int)Material.light].bounce = 0.0f;
522
523 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
524
525 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
526 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
527
528 d.WorldSetLinearDamping(world, 0.001f);
529 d.WorldSetAngularDamping(world, 0.001f);
530 d.WorldSetAngularDampingThreshold(world, 0f);
531 d.WorldSetLinearDampingThreshold(world, 0f);
532 d.WorldSetMaxAngularSpeed(world, 100f);
533
534 d.WorldSetCFM(world,1e-6f); // a bit harder than default
535 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
536 d.WorldSetERP(world, 0.6f); // higher than original
537
538 // Set how many steps we go without running collision testing
539 // This is in addition to the step size.
540 // Essentially Steps * m_physicsiterations
541 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
542
543 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
544
545 spacesPerMeter = 1 / metersInSpace;
546 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
547 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
548
549 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
550
551 // create all spaces now
552 int i, j;
553 IntPtr newspace;
554 for (i = 0; i < spaceGridMaxX; i++)
555 for (j = 0; j < spaceGridMaxY; j++)
556 {
557 newspace = d.HashSpaceCreate(StaticSpace);
558 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
559 waitForSpaceUnlock(newspace);
560 d.SpaceSetSublevel(newspace, 2);
561 d.HashSpaceSetLevels(newspace, -2, 8);
562 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
563 CollisionCategories.Geom |
564 CollisionCategories.Land |
565 CollisionCategories.Water |
566 CollisionCategories.Phantom |
567 CollisionCategories.VolumeDtc
568 ));
569 d.GeomSetCollideBits(newspace, 0);
570
571 staticPrimspace[i, j] = newspace;
572 }
573 // let this now be real maximum values
574 spaceGridMaxX--;
575 spaceGridMaxY--;
576 m_lastframe = DateTime.UtcNow;
577 }
578
579 internal void waitForSpaceUnlock(IntPtr space)
580 {
581 //if (space != IntPtr.Zero)
582 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
583 }
584
585 #region Collision Detection
586
587 // sets a global contact for a joint for contactgeom , and base contact description)
588
589 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
590 {
591 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
592 return IntPtr.Zero;
593
594 float erp = contactGeom.depth;
595 erp *= erpscale;
596 if (erp < minERP)
597 erp = minERP;
598 else if (erp > MaxERP)
599 erp = MaxERP;
600
601 float depth = contactGeom.depth * dscale;
602 if (depth > 0.5f)
603 depth = 0.5f;
604
605 d.Contact newcontact = new d.Contact();
606 newcontact.geom.depth = depth;
607 newcontact.geom.g1 = contactGeom.g1;
608 newcontact.geom.g2 = contactGeom.g2;
609 newcontact.geom.pos = contactGeom.pos;
610 newcontact.geom.normal = contactGeom.normal;
611 newcontact.geom.side1 = contactGeom.side1;
612 newcontact.geom.side2 = contactGeom.side2;
613
614 // this needs bounce also
615 newcontact.surface.mode = comumContactFlags;
616 newcontact.surface.mu = mu;
617 newcontact.surface.bounce = bounce;
618 newcontact.surface.soft_cfm = cfm;
619 newcontact.surface.soft_erp = erp;
620
621 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
622 Marshal.StructureToPtr(newcontact, contact, true);
623 return d.JointCreateContactPtr(world, contactgroup, contact);
624 }
625
626 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
627 {
628 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
629 return false;
630
631 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
632 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
633 return true;
634 }
635
636 /// <summary>
637 /// This is our near callback. A geometry is near a body
638 /// </summary>
639 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
640 /// <param name="g1">a geometry or space</param>
641 /// <param name="g2">another geometry or space</param>
642 ///
643
644 private void near(IntPtr space, IntPtr g1, IntPtr g2)
645 {
646 // no lock here! It's invoked from within Simulate(), which is thread-locked
647
648 if (m_global_contactcount >= maxContactsbeforedeath)
649 return;
650
651 // Test if we're colliding a geom with a space.
652 // If so we have to drill down into the space recursively
653
654 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
655 return;
656
657 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
658 {
659 // We'll be calling near recursivly if one
660 // of them is a space to find all of the
661 // contact points in the space
662 try
663 {
664 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
665 }
666 catch (AccessViolationException)
667 {
668 m_log.Warn("[PHYSICS]: Unable to collide test a space");
669 return;
670 }
671 //here one should check collisions of geoms inside a space
672 // but on each space we only should have geoms that not colide amoung each other
673 // so we don't dig inside spaces
674 return;
675 }
676
677 // get geom bodies to check if we already a joint contact
678 // guess this shouldn't happen now
679 IntPtr b1 = d.GeomGetBody(g1);
680 IntPtr b2 = d.GeomGetBody(g2);
681
682 // d.GeomClassID id = d.GeomGetClass(g1);
683
684 // Figure out how many contact points we have
685 int count = 0;
686 try
687 {
688 // Colliding Geom To Geom
689 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
690
691 if (g1 == g2)
692 return; // Can't collide with yourself
693
694 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
695 return;
696
697 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
698 }
699 catch (SEHException)
700 {
701 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.");
702// ode.drelease(world);
703 base.TriggerPhysicsBasedRestart();
704 }
705 catch (Exception e)
706 {
707 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
708 return;
709 }
710
711 // id contacts done
712 if (count == 0)
713 return;
714
715 // try get physical actors
716 PhysicsActor p1;
717 PhysicsActor p2;
718
719 if (!actor_name_map.TryGetValue(g1, out p1))
720 {
721 p1 = PANull;
722 }
723
724 if (!actor_name_map.TryGetValue(g2, out p2))
725 {
726 p2 = PANull;
727 }
728
729 // update actors collision score
730 if (p1.CollisionScore >= float.MaxValue - count)
731 p1.CollisionScore = 0;
732 p1.CollisionScore += count;
733
734 if (p2.CollisionScore >= float.MaxValue - count)
735 p2.CollisionScore = 0;
736 p2.CollisionScore += count;
737
738
739 // get first contact
740 d.ContactGeom curContact = new d.ContactGeom();
741 if (!GetCurContactGeom(0, ref curContact))
742 return;
743 // for now it's the one with max depth
744 ContactPoint maxDepthContact = new ContactPoint(
745 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
746 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
747 curContact.depth
748 );
749 // do volume detection case
750 if (
751 (p1.IsVolumeDtc || p2.IsVolumeDtc))
752 {
753 collision_accounting_events(p1, p2, maxDepthContact);
754 return;
755 }
756
757 // big messy collision analises
758
759 Vector3 normoverride = Vector3.Zero; //damm c#
760
761 float mu = 0;
762 float bounce = 0;
763 float cfm = 0.0001f;
764 float erpscale = 1.0f;
765 float dscale = 1.0f;
766 bool IgnoreNegSides = false;
767
768 ContactData contactdata1 = new ContactData(0, 0, false);
769 ContactData contactdata2 = new ContactData(0, 0, false);
770
771 String name = null;
772 bool dop1foot = false;
773 bool dop2foot = false;
774 bool ignore = false;
775 bool AvanormOverride = false;
776
777 switch (p1.PhysicsActorType)
778 {
779 case (int)ActorTypes.Agent:
780 {
781 AvanormOverride = true;
782 Vector3 tmp = p2.Position - p1.Position;
783 normoverride = p2.Velocity - p1.Velocity;
784 mu = normoverride.LengthSquared();
785
786 if (mu > 1e-6)
787 {
788 mu = 1.0f / (float)Math.Sqrt(mu);
789 normoverride *= mu;
790 mu = Vector3.Dot(tmp, normoverride);
791 if (mu > 0)
792 normoverride *= -1;
793 }
794 else
795 {
796 tmp.Normalize();
797 normoverride = -tmp;
798 }
799
800 switch (p2.PhysicsActorType)
801 {
802 case (int)ActorTypes.Agent:
803/*
804 p1.getContactData(ref contactdata1);
805 p2.getContactData(ref contactdata2);
806
807 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
808
809 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
810 mu *= frictionMovementMult;
811*/
812 p1.CollidingObj = true;
813 p2.CollidingObj = true;
814 break;
815 case (int)ActorTypes.Prim:
816/*
817 p1.getContactData(ref contactdata1);
818 p2.getContactData(ref contactdata2);
819
820
821 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
822
823 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
824 mu *= frictionMovementMult;
825 */
826 if (p2.Velocity.LengthSquared() > 0.0f)
827 p2.CollidingObj = true;
828
829 dop1foot = true;
830 break;
831 default:
832 ignore = true; // avatar to terrain and water ignored
833 break;
834 }
835 break;
836 }
837
838 case (int)ActorTypes.Prim:
839 switch (p2.PhysicsActorType)
840 {
841 case (int)ActorTypes.Agent:
842 // p1.getContactData(ref contactdata1);
843 // p2.getContactData(ref contactdata2);
844
845 AvanormOverride = true;
846
847 Vector3 tmp = p2.Position - p1.Position;
848 normoverride = p2.Velocity - p1.Velocity;
849 mu = normoverride.LengthSquared();
850 if (mu > 1e-6)
851 {
852 mu = 1.0f / (float)Math.Sqrt(mu);
853 normoverride *= mu;
854 mu = Vector3.Dot(tmp, normoverride);
855 if (mu > 0)
856 normoverride *= -1;
857 }
858 else
859 {
860 tmp.Normalize();
861 normoverride = -tmp;
862 }
863
864 bounce = 0;
865 mu = 0;
866 cfm = 0.0001f;
867 /*
868 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
869
870 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
871 mu *= frictionMovementMult;
872 */
873 dop2foot = true;
874 if (p1.Velocity.LengthSquared() > 0.0f)
875 p1.CollidingObj = true;
876 break;
877 case (int)ActorTypes.Prim:
878 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
879 {
880 p1.CollidingObj = true;
881 p2.CollidingObj = true;
882 }
883 p1.getContactData(ref contactdata1);
884 p2.getContactData(ref contactdata2);
885 bounce = contactdata1.bounce * contactdata2.bounce;
886 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
887
888 cfm = p1.Mass;
889 if (cfm > p2.Mass)
890 cfm = p2.Mass;
891 dscale = 10 / cfm;
892 dscale = (float)Math.Sqrt(dscale);
893 if (dscale > 1.0f)
894 dscale = 1.0f;
895 erpscale = cfm * 0.01f;
896 cfm = 0.0001f / cfm;
897 if (cfm > 0.01f)
898 cfm = 0.01f;
899
900 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
901 mu *= frictionMovementMult;
902
903 break;
904 default:
905 if (geom_name_map.TryGetValue(g2, out name))
906 {
907 if (name == "Terrain")
908 {
909 p1.getContactData(ref contactdata1);
910 bounce = contactdata1.bounce * TerrainBounce;
911 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
912 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
913 mu *= frictionMovementMult;
914 p1.CollidingGround = true;
915
916 cfm = p1.Mass;
917 dscale = 10 / cfm;
918 dscale = (float)Math.Sqrt(dscale);
919 if (dscale > 1.0f)
920 dscale = 1.0f;
921 erpscale = cfm * 0.01f;
922 cfm = 0.0001f / cfm;
923 if (cfm > 0.01f)
924 cfm = 0.01f;
925
926 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
927 {
928 if (curContact.side1 > 0)
929 IgnoreNegSides = true;
930 }
931
932 }
933 else if (name == "Water")
934 {
935 ignore = true;
936 }
937 }
938 else
939 ignore = true;
940 break;
941 }
942 break;
943
944 default:
945 if (geom_name_map.TryGetValue(g1, out name))
946 {
947 if (name == "Terrain")
948 {
949 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
950 {
951 p2.CollidingGround = true;
952 p2.getContactData(ref contactdata2);
953 bounce = contactdata2.bounce * TerrainBounce;
954 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
955
956 cfm = p2.Mass;
957 dscale = 10 / cfm;
958 dscale = (float)Math.Sqrt(dscale);
959
960 if (dscale > 1.0f)
961 dscale = 1.0f;
962
963 erpscale = cfm * 0.01f;
964 cfm = 0.0001f / cfm;
965 if (cfm > 0.01f)
966 cfm = 0.01f;
967
968 if (curContact.side1 > 0) // should be 2 ?
969 IgnoreNegSides = true;
970
971 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
972 mu *= frictionMovementMult;
973 }
974 else
975 ignore = true;
976
977 }
978 else if (name == "Water" &&
979 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
980 {
981 ignore = true;
982 }
983 }
984 else
985 ignore = true;
986 break;
987 }
988
989 if (ignore)
990 return;
991
992 IntPtr Joint;
993
994 int i = 0;
995 while(true)
996 {
997
998 if (IgnoreNegSides && curContact.side1 < 0)
999 {
1000 if (++i >= count)
1001 break;
1002
1003 if (!GetCurContactGeom(i, ref curContact))
1004 break;
1005 }
1006 else
1007
1008 {
1009
1010 if (AvanormOverride)
1011 {
1012 if (curContact.depth > 0.3f)
1013 {
1014 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1015 p1.IsColliding = true;
1016 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1017 p2.IsColliding = true;
1018 curContact.normal.X = normoverride.X;
1019 curContact.normal.Y = normoverride.Y;
1020 curContact.normal.Z = normoverride.Z;
1021 }
1022
1023 else
1024 {
1025 if (dop1foot)
1026 {
1027 float sz = p1.Size.Z;
1028 Vector3 vtmp = p1.Position;
1029 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1030 if (ppos > 0f)
1031 {
1032 if (!p1.Flying)
1033 {
1034 d.AABB aabb;
1035 d.GeomGetAABB(g2, out aabb);
1036 float tmp = vtmp.Z - sz * .25f;
1037
1038 if (aabb.MaxZ < tmp)
1039 {
1040 vtmp.X = curContact.pos.X - vtmp.X;
1041 vtmp.Y = curContact.pos.Y - vtmp.Y;
1042 vtmp.Z = -0.2f;
1043 vtmp.Normalize();
1044 curContact.normal.X = vtmp.X;
1045 curContact.normal.Y = vtmp.Y;
1046 curContact.normal.Z = vtmp.Z;
1047 }
1048 }
1049 }
1050 else
1051 p1.IsColliding = true;
1052
1053 }
1054
1055 if (dop2foot)
1056 {
1057 float sz = p2.Size.Z;
1058 Vector3 vtmp = p2.Position;
1059 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1060 if (ppos > 0f)
1061 {
1062 if (!p2.Flying)
1063 {
1064 d.AABB aabb;
1065 d.GeomGetAABB(g1, out aabb);
1066 float tmp = vtmp.Z - sz * .25f;
1067
1068 if (aabb.MaxZ < tmp)
1069 {
1070 vtmp.X = curContact.pos.X - vtmp.X;
1071 vtmp.Y = curContact.pos.Y - vtmp.Y;
1072 vtmp.Z = -0.2f;
1073 vtmp.Normalize();
1074 curContact.normal.X = vtmp.X;
1075 curContact.normal.Y = vtmp.Y;
1076 curContact.normal.Z = vtmp.Z;
1077 }
1078 }
1079 }
1080 else
1081 p2.IsColliding = true;
1082
1083 }
1084 }
1085 }
1086
1087 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1088 d.JointAttach(Joint, b1, b2);
1089
1090 if (++m_global_contactcount >= maxContactsbeforedeath)
1091 break;
1092
1093 if (++i >= count)
1094 break;
1095
1096 if (!GetCurContactGeom(i, ref curContact))
1097 break;
1098
1099 if (curContact.depth > maxDepthContact.PenetrationDepth)
1100 {
1101 maxDepthContact.Position.X = curContact.pos.X;
1102 maxDepthContact.Position.Y = curContact.pos.Y;
1103 maxDepthContact.Position.Z = curContact.pos.Z;
1104 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1105 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1106 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1107 maxDepthContact.PenetrationDepth = curContact.depth;
1108 }
1109 }
1110 }
1111
1112 collision_accounting_events(p1, p2, maxDepthContact);
1113
1114/*
1115 if (notskipedcount > geomContactPointsStartthrottle)
1116 {
1117 // If there are more then 3 contact points, it's likely
1118 // that we've got a pile of objects, so ...
1119 // We don't want to send out hundreds of terse updates over and over again
1120 // so lets throttle them and send them again after it's somewhat sorted out.
1121 this needs checking so out for now
1122 if (b1 != IntPtr.Zero)
1123 p1.ThrottleUpdates = true;
1124 if (b2 != IntPtr.Zero)
1125 p2.ThrottleUpdates = true;
1126
1127 }
1128 */
1129 }
1130
1131 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1132 {
1133 obj2LocalID = 0;
1134 bool p1events = p1.SubscribedEvents();
1135 bool p2events = p2.SubscribedEvents();
1136
1137 if (p1.IsVolumeDtc)
1138 p2events = false;
1139 if (p2.IsVolumeDtc)
1140 p1events = false;
1141
1142 if (!(p2events || p1events))
1143 return;
1144
1145 if (p1events)
1146 AddCollisionEventReporting(p1);
1147
1148 if (p2events)
1149 AddCollisionEventReporting(p2);
1150
1151 Vector3 vel = Vector3.Zero;
1152 if (p2 != null && p2.IsPhysical)
1153 vel = p2.Velocity;
1154
1155 if (p1 != null && p1.IsPhysical)
1156 vel -= p1.Velocity;
1157
1158 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1159
1160 switch ((ActorTypes)p1.PhysicsActorType)
1161 {
1162 case ActorTypes.Agent:
1163 cc1 = (OdeCharacter)p1;
1164 switch ((ActorTypes)p2.PhysicsActorType)
1165 {
1166 case ActorTypes.Agent:
1167 cc2 = (OdeCharacter)p2;
1168 obj2LocalID = cc2.m_localID;
1169 if (p2events)
1170 cc2.AddCollisionEvent(cc1.m_localID, contact);
1171 break;
1172
1173 case ActorTypes.Prim:
1174 if (p2 is OdePrim)
1175 {
1176 cp2 = (OdePrim)p2;
1177 obj2LocalID = cp2.m_localID;
1178 if (p2events)
1179 cp2.AddCollisionEvent(cc1.m_localID, contact);
1180 }
1181 break;
1182
1183 case ActorTypes.Ground:
1184 case ActorTypes.Unknown:
1185 default:
1186 obj2LocalID = 0;
1187 break;
1188 }
1189 if (p1events)
1190 {
1191 contact.SurfaceNormal = -contact.SurfaceNormal;
1192 cc1.AddCollisionEvent(obj2LocalID, contact);
1193 }
1194 break;
1195
1196 case ActorTypes.Prim:
1197
1198 if (p1 is OdePrim)
1199 {
1200 cp1 = (OdePrim)p1;
1201
1202 // obj1LocalID = cp2.m_localID;
1203 switch ((ActorTypes)p2.PhysicsActorType)
1204 {
1205 case ActorTypes.Agent:
1206 if (p2 is OdeCharacter)
1207 {
1208 cc2 = (OdeCharacter)p2;
1209 obj2LocalID = cc2.m_localID;
1210 if (p2events)
1211 cc2.AddCollisionEvent(cp1.m_localID, contact);
1212 }
1213 break;
1214 case ActorTypes.Prim:
1215
1216 if (p2 is OdePrim)
1217 {
1218 cp2 = (OdePrim)p2;
1219 obj2LocalID = cp2.m_localID;
1220 if (p2events)
1221 cp2.AddCollisionEvent(cp1.m_localID, contact);
1222 }
1223 break;
1224
1225 case ActorTypes.Ground:
1226 case ActorTypes.Unknown:
1227 default:
1228 obj2LocalID = 0;
1229 break;
1230 }
1231 if (p1events)
1232 {
1233 contact.SurfaceNormal = -contact.SurfaceNormal;
1234 cp1.AddCollisionEvent(obj2LocalID, contact);
1235 }
1236 }
1237 break;
1238 case ActorTypes.Ground:
1239 case ActorTypes.Unknown:
1240 default:
1241 switch ((ActorTypes)p2.PhysicsActorType)
1242 {
1243 case ActorTypes.Agent:
1244 if (p2 is OdeCharacter)
1245 {
1246 cc2 = (OdeCharacter)p2;
1247 obj2LocalID = cc2.m_localID;
1248 if (p2events)
1249 cc2.AddCollisionEvent(0, contact);
1250 }
1251 break;
1252 case ActorTypes.Prim:
1253 if (p2 is OdePrim)
1254 {
1255 cp2 = (OdePrim)p2;
1256 obj2LocalID = cp2.m_localID;
1257 if (p2events)
1258 cp2.AddCollisionEvent(0, contact);
1259 }
1260 break;
1261 }
1262 break;
1263 }
1264 }
1265
1266 /// <summary>
1267 /// This is our collision testing routine in ODE
1268 /// </summary>
1269 /// <param name="timeStep"></param>
1270 private void collision_optimized()
1271 {
1272 lock (_characters)
1273 {
1274 try
1275 {
1276 foreach (OdeCharacter chr in _characters)
1277 {
1278 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1279 continue;
1280
1281 chr.IsColliding = false;
1282 // chr.CollidingGround = false; not done here
1283 chr.CollidingObj = false;
1284 // do colisions with static space
1285 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1286 }
1287 }
1288 catch (AccessViolationException)
1289 {
1290 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1291 }
1292
1293 }
1294
1295 lock (_activeprims)
1296 {
1297 foreach (OdePrim aprim in _activeprims)
1298 {
1299 aprim.CollisionScore = 0;
1300 aprim.IsColliding = false;
1301 }
1302 }
1303
1304 // collide active prims with static enviroment
1305 lock (_activegroups)
1306 {
1307 try
1308 {
1309 foreach (OdePrim prm in _activegroups)
1310 {
1311 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1312 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1313 }
1314 }
1315 catch (AccessViolationException)
1316 {
1317 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1318 }
1319 }
1320 // finally colide active things amoung them
1321 try
1322 {
1323 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1324 }
1325 catch (AccessViolationException)
1326 {
1327 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1328 }
1329// _perloopContact.Clear();
1330 }
1331
1332 #endregion
1333 /// <summary>
1334 /// Add actor to the list that should receive collision events in the simulate loop.
1335 /// </summary>
1336 /// <param name="obj"></param>
1337 public void AddCollisionEventReporting(PhysicsActor obj)
1338 {
1339 if (!_collisionEventPrim.Contains(obj))
1340 _collisionEventPrim.Add(obj);
1341 }
1342
1343 /// <summary>
1344 /// Remove actor from the list that should receive collision events in the simulate loop.
1345 /// </summary>
1346 /// <param name="obj"></param>
1347 public void RemoveCollisionEventReporting(PhysicsActor obj)
1348 {
1349 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1350 _collisionEventPrimRemove.Add(obj);
1351 }
1352
1353
1354 #region Add/Remove Entities
1355
1356 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1357 {
1358 Vector3 pos;
1359 pos.X = position.X;
1360 pos.Y = position.Y;
1361 pos.Z = position.Z;
1362 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1363 newAv.Flying = isFlying;
1364 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1365
1366 return newAv;
1367 }
1368
1369 public void AddCharacter(OdeCharacter chr)
1370 {
1371 lock (_characters)
1372 {
1373 if (!_characters.Contains(chr))
1374 {
1375 _characters.Add(chr);
1376 if (chr.bad)
1377 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1378 }
1379 }
1380 }
1381
1382 public void RemoveCharacter(OdeCharacter chr)
1383 {
1384 lock (_characters)
1385 {
1386 if (_characters.Contains(chr))
1387 {
1388 _characters.Remove(chr);
1389 }
1390 }
1391 }
1392
1393 public void BadCharacter(OdeCharacter chr)
1394 {
1395 lock (_badCharacter)
1396 {
1397 if (!_badCharacter.Contains(chr))
1398 _badCharacter.Add(chr);
1399 }
1400 }
1401
1402 public override void RemoveAvatar(PhysicsActor actor)
1403 {
1404 //m_log.Debug("[PHYSICS]:ODELOCK");
1405 ((OdeCharacter) actor).Destroy();
1406 }
1407
1408 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1409 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1410 {
1411 Vector3 pos = position;
1412 Vector3 siz = size;
1413 Quaternion rot = rotation;
1414
1415 OdePrim newPrim;
1416 lock (OdeLock)
1417 {
1418 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1419
1420 lock (_prims)
1421 _prims.Add(newPrim);
1422 }
1423 return newPrim;
1424 }
1425
1426 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1427 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1428 {
1429 Vector3 pos = position;
1430 Vector3 siz = size;
1431 Quaternion rot = rotation;
1432
1433 OdePrim newPrim;
1434 lock (OdeLock)
1435 {
1436 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1437
1438 lock (_prims)
1439 _prims.Add(newPrim);
1440 }
1441 return newPrim;
1442 }
1443
1444 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1445 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1446 {
1447 Vector3 pos = position;
1448 Vector3 siz = size;
1449 Quaternion rot = rotation;
1450
1451 OdePrim newPrim;
1452 lock (OdeLock)
1453 {
1454 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1455
1456 lock (_prims)
1457 _prims.Add(newPrim);
1458 }
1459 return newPrim;
1460 }
1461
1462 public void addActivePrim(OdePrim activatePrim)
1463 {
1464 // adds active prim..
1465 lock (_activeprims)
1466 {
1467 if (!_activeprims.Contains(activatePrim))
1468 _activeprims.Add(activatePrim);
1469 }
1470 }
1471
1472 public void addActiveGroups(OdePrim activatePrim)
1473 {
1474 lock (_activegroups)
1475 {
1476 if (!_activegroups.Contains(activatePrim))
1477 _activegroups.Add(activatePrim);
1478 }
1479 }
1480
1481 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1482 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1483 {
1484 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1485 }
1486
1487
1488 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1489 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1490 {
1491#if SPAM
1492 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1493#endif
1494
1495 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1496 }
1497
1498 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1499 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1500 {
1501#if SPAM
1502 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1503#endif
1504
1505 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1506 }
1507
1508 public override float TimeDilation
1509 {
1510 get { return m_timeDilation; }
1511 }
1512
1513 public override bool SupportsNINJAJoints
1514 {
1515 get { return false; }
1516 }
1517
1518
1519 public void remActivePrim(OdePrim deactivatePrim)
1520 {
1521 lock (_activeprims)
1522 {
1523 _activeprims.Remove(deactivatePrim);
1524 }
1525 }
1526 public void remActiveGroup(OdePrim deactivatePrim)
1527 {
1528 lock (_activegroups)
1529 {
1530 _activegroups.Remove(deactivatePrim);
1531 }
1532 }
1533
1534 public override void RemovePrim(PhysicsActor prim)
1535 {
1536 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1537 // removed in the next physics simulate pass.
1538 if (prim is OdePrim)
1539 {
1540// lock (OdeLock)
1541 {
1542
1543 OdePrim p = (OdePrim)prim;
1544 p.setPrimForRemoval();
1545 }
1546 }
1547 }
1548 /// <summary>
1549 /// This is called from within simulate but outside the locked portion
1550 /// We need to do our own locking here
1551 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1552 /// Simulate() -- justincc).
1553 ///
1554 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1555 ///
1556 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1557 /// that the space was using.
1558 /// </summary>
1559 /// <param name="prim"></param>
1560 public void RemovePrimThreadLocked(OdePrim prim)
1561 {
1562 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1563 lock (prim)
1564 {
1565 RemoveCollisionEventReporting(prim);
1566 lock (_prims)
1567 _prims.Remove(prim);
1568 }
1569
1570 }
1571 #endregion
1572
1573 #region Space Separation Calculation
1574
1575 /// <summary>
1576 /// Called when a static prim moves or becomes static
1577 /// Places the prim in a space one the static sub-spaces grid
1578 /// </summary>
1579 /// <param name="geom">the pointer to the geom that moved</param>
1580 /// <param name="pos">the position that the geom moved to</param>
1581 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1582 /// <returns>a pointer to the new space it's in</returns>
1583 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1584 {
1585 // moves a prim into another static sub-space or from another space into a static sub-space
1586
1587 // Called ODEPrim so
1588 // it's already in locked space.
1589
1590 if (geom == IntPtr.Zero) // shouldn't happen
1591 return IntPtr.Zero;
1592
1593 // get the static sub-space for current position
1594 IntPtr newspace = calculateSpaceForGeom(pos);
1595
1596 if (newspace == currentspace) // if we are there all done
1597 return newspace;
1598
1599 // else remove it from its current space
1600 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1601 {
1602 if (d.GeomIsSpace(currentspace))
1603 {
1604 waitForSpaceUnlock(currentspace);
1605 d.SpaceRemove(currentspace, geom);
1606
1607 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1608 {
1609 d.SpaceDestroy(currentspace);
1610 }
1611 }
1612 else
1613 {
1614 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1615 " Geom:" + geom);
1616 }
1617 }
1618 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1619 {
1620 currentspace = d.GeomGetSpace(geom);
1621 if (currentspace != IntPtr.Zero)
1622 {
1623 if (d.GeomIsSpace(currentspace))
1624 {
1625 waitForSpaceUnlock(currentspace);
1626 d.SpaceRemove(currentspace, geom);
1627
1628 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1629 {
1630 d.SpaceDestroy(currentspace);
1631 }
1632
1633 }
1634 }
1635 }
1636
1637 // put the geom in the newspace
1638 waitForSpaceUnlock(newspace);
1639 d.SpaceAdd(newspace, geom);
1640
1641 // let caller know this newspace
1642 return newspace;
1643 }
1644
1645 /// <summary>
1646 /// Calculates the space the prim should be in by its position
1647 /// </summary>
1648 /// <param name="pos"></param>
1649 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1650 public IntPtr calculateSpaceForGeom(Vector3 pos)
1651 {
1652 int x, y;
1653 x = (int)(pos.X * spacesPerMeter);
1654 if (x < 0)
1655 x = 0;
1656 else if (x > spaceGridMaxX)
1657 x = spaceGridMaxX;
1658
1659 y = (int)(pos.Y * spacesPerMeter);
1660 if (y < 0)
1661 y = 0;
1662 else if (y >spaceGridMaxY)
1663 y = spaceGridMaxY;
1664
1665 IntPtr tmpSpace = staticPrimspace[x, y];
1666 return tmpSpace;
1667 }
1668
1669 #endregion
1670
1671 /// <summary>
1672 /// Routine to figure out if we need to mesh this prim with our mesher
1673 /// </summary>
1674 /// <param name="pbs"></param>
1675 /// <returns></returns>
1676 public bool needsMeshing(PrimitiveBaseShape pbs)
1677 {
1678 // check sculpts or meshs
1679 if (pbs.SculptEntry)
1680 {
1681 if (meshSculptedPrim)
1682 return true;
1683
1684 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1685 return true;
1686
1687 return false;
1688 }
1689
1690 if (forceSimplePrimMeshing)
1691 return true;
1692
1693 // 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
1694
1695 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1696 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1697 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1698 {
1699
1700 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1701 && pbs.ProfileHollow == 0
1702 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1703 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1704 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1705 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1706 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1707 {
1708#if SPAM
1709 m_log.Warn("NonMesh");
1710#endif
1711 return false;
1712 }
1713 }
1714
1715 // following code doesn't give meshs to boxes and spheres ever
1716 // and it's odd.. so for now just return true if asked to force meshs
1717 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1718
1719 int iPropertiesNotSupportedDefault = 0;
1720
1721 if (pbs.ProfileHollow != 0)
1722 iPropertiesNotSupportedDefault++;
1723
1724 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1725 iPropertiesNotSupportedDefault++;
1726
1727 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1728 iPropertiesNotSupportedDefault++;
1729
1730 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1731 iPropertiesNotSupportedDefault++;
1732
1733 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1734 iPropertiesNotSupportedDefault++;
1735
1736 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1737 iPropertiesNotSupportedDefault++;
1738
1739 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1740 iPropertiesNotSupportedDefault++;
1741
1742 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))
1743 iPropertiesNotSupportedDefault++;
1744
1745 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1746 iPropertiesNotSupportedDefault++;
1747
1748 // test for torus
1749 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1750 {
1751 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1752 {
1753 iPropertiesNotSupportedDefault++;
1754 }
1755 }
1756 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1757 {
1758 if (pbs.PathCurve == (byte)Extrusion.Straight)
1759 {
1760 iPropertiesNotSupportedDefault++;
1761 }
1762
1763 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1764 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1765 {
1766 iPropertiesNotSupportedDefault++;
1767 }
1768 }
1769 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1770 {
1771 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1772 {
1773 iPropertiesNotSupportedDefault++;
1774 }
1775 }
1776 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1777 {
1778 if (pbs.PathCurve == (byte)Extrusion.Straight)
1779 {
1780 iPropertiesNotSupportedDefault++;
1781 }
1782 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1783 {
1784 iPropertiesNotSupportedDefault++;
1785 }
1786 }
1787
1788 if (iPropertiesNotSupportedDefault == 0)
1789 {
1790#if SPAM
1791 m_log.Warn("NonMesh");
1792#endif
1793 return false;
1794 }
1795#if SPAM
1796 m_log.Debug("Mesh");
1797#endif
1798 return true;
1799 }
1800
1801 /// <summary>
1802 /// Called to queue a change to a actor
1803 /// to use in place of old taint mechanism so changes do have a time sequence
1804 /// </summary>
1805
1806 public void AddChange(PhysicsActor actor, changes what, Object arg)
1807 {
1808 ODEchangeitem item = new ODEchangeitem();
1809 item.actor = actor;
1810 item.what = what;
1811 item.arg = arg;
1812 ChangesQueue.Enqueue(item);
1813 }
1814
1815 /// <summary>
1816 /// Called after our prim properties are set Scale, position etc.
1817 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1818 /// This assures us that we have no race conditions
1819 /// </summary>
1820 /// <param name="prim"></param>
1821 public override void AddPhysicsActorTaint(PhysicsActor prim)
1822 {
1823 }
1824
1825 /// <summary>
1826 /// This is our main simulate loop
1827 /// It's thread locked by a Mutex in the scene.
1828 /// It holds Collisions, it instructs ODE to step through the physical reactions
1829 /// It moves the objects around in memory
1830 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1831 /// </summary>
1832 /// <param name="timeStep"></param>
1833 /// <returns></returns>
1834 public override float Simulate(float timeStep)
1835 {
1836
1837 DateTime now = DateTime.UtcNow;
1838 TimeSpan SinceLastFrame = now - m_lastframe;
1839 m_lastframe = now;
1840 timeStep = (float)SinceLastFrame.TotalSeconds;
1841
1842 // acumulate time so we can reduce error
1843 step_time += timeStep;
1844
1845 if (step_time < HalfOdeStep)
1846 return 0;
1847
1848 if (framecount < 0)
1849 framecount = 0;
1850
1851 framecount++;
1852
1853 int curphysiteractions;
1854
1855 // if in trouble reduce step resolution
1856 if (step_time >= m_SkipFramesAtms)
1857 curphysiteractions = m_physicsiterations / 2;
1858 else
1859 curphysiteractions = m_physicsiterations;
1860
1861 int nodeframes = 0;
1862
1863// checkThread();
1864
1865 lock (SimulationLock)
1866 lock(OdeLock)
1867 {
1868 // adjust number of iterations per step
1869 try
1870 {
1871 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1872 }
1873 catch (StackOverflowException)
1874 {
1875 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1876// ode.drelease(world);
1877 base.TriggerPhysicsBasedRestart();
1878 }
1879
1880 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1881 {
1882 try
1883 {
1884 // clear pointer/counter to contacts to pass into joints
1885 m_global_contactcount = 0;
1886
1887 ODEchangeitem item;
1888
1889 if(ChangesQueue.Count >0)
1890 {
1891 int ttmpstart = Util.EnvironmentTickCount();
1892 int ttmp;
1893
1894 while(ChangesQueue.Dequeue(out item))
1895 {
1896 if (item.actor != null)
1897 {
1898 try
1899 {
1900 if (item.actor is OdeCharacter)
1901 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1902 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1903 RemovePrimThreadLocked((OdePrim)item.actor);
1904 }
1905 catch
1906 {
1907 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1908 };
1909 }
1910 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1911 if (ttmp > 20)
1912 break;
1913 }
1914 }
1915
1916 // Move characters
1917 lock (_characters)
1918 {
1919 List<OdeCharacter> defects = new List<OdeCharacter>();
1920 foreach (OdeCharacter actor in _characters)
1921 {
1922 if (actor != null)
1923 actor.Move(ODE_STEPSIZE, defects);
1924 }
1925 if (defects.Count != 0)
1926 {
1927 foreach (OdeCharacter defect in defects)
1928 {
1929 RemoveCharacter(defect);
1930 }
1931 }
1932 }
1933
1934 // Move other active objects
1935 lock (_activegroups)
1936 {
1937 foreach (OdePrim aprim in _activegroups)
1938 {
1939 aprim.Move();
1940 }
1941 }
1942
1943 //if ((framecount % m_randomizeWater) == 0)
1944 // randomizeWater(waterlevel);
1945
1946 m_rayCastManager.ProcessQueuedRequests();
1947
1948 collision_optimized();
1949
1950 foreach (PhysicsActor obj in _collisionEventPrim)
1951 {
1952 if (obj == null)
1953 continue;
1954
1955 switch ((ActorTypes)obj.PhysicsActorType)
1956 {
1957 case ActorTypes.Agent:
1958 OdeCharacter cobj = (OdeCharacter)obj;
1959 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1960 cobj.SendCollisions();
1961 break;
1962
1963 case ActorTypes.Prim:
1964 OdePrim pobj = (OdePrim)obj;
1965 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1966 {
1967 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1968 pobj.SendCollisions();
1969 }
1970 break;
1971 }
1972 }
1973
1974 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1975 _collisionEventPrim.Remove(obj);
1976
1977 _collisionEventPrimRemove.Clear();
1978
1979 // do a ode simulation step
1980 d.WorldQuickStep(world, ODE_STEPSIZE);
1981 d.JointGroupEmpty(contactgroup);
1982
1983 // update managed ideia of physical data and do updates to core
1984 /*
1985 lock (_characters)
1986 {
1987 foreach (OdeCharacter actor in _characters)
1988 {
1989 if (actor != null)
1990 {
1991 if (actor.bad)
1992 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1993
1994 actor.UpdatePositionAndVelocity();
1995 }
1996 }
1997 }
1998 */
1999
2000 lock (_activegroups)
2001 {
2002 {
2003 foreach (OdePrim actor in _activegroups)
2004 {
2005 if (actor.IsPhysical)
2006 {
2007 actor.UpdatePositionAndVelocity();
2008 }
2009 }
2010 }
2011 }
2012 }
2013 catch (Exception e)
2014 {
2015 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
2016// ode.dunlock(world);
2017 }
2018
2019
2020 step_time -= ODE_STEPSIZE;
2021 nodeframes++;
2022 }
2023
2024 lock (_badCharacter)
2025 {
2026 if (_badCharacter.Count > 0)
2027 {
2028 foreach (OdeCharacter chr in _badCharacter)
2029 {
2030 RemoveCharacter(chr);
2031 }
2032
2033 _badCharacter.Clear();
2034 }
2035 }
2036
2037 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
2038 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
2039 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
2040 int nbodies = d.NTotalBodies;
2041 int ngeoms = d.NTotalGeoms;
2042
2043 // Finished with all sim stepping. If requested, dump world state to file for debugging.
2044 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
2045 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
2046 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
2047 {
2048 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
2049 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
2050
2051 if (physics_logging_append_existing_logfile)
2052 {
2053 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
2054 TextWriter fwriter = File.AppendText(fname);
2055 fwriter.WriteLine(header);
2056 fwriter.Close();
2057 }
2058
2059 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2060 }
2061
2062 // think time dilation as to do with dinamic step size that we dont' have
2063 // even so tell something to world
2064 if (nodeframes < 10) // we did the requested loops
2065 m_timeDilation = 1.0f;
2066 else if (step_time > 0)
2067 {
2068 m_timeDilation = timeStep / step_time;
2069 if (m_timeDilation > 1)
2070 m_timeDilation = 1;
2071 if (step_time > m_SkipFramesAtms)
2072 step_time = 0;
2073 }
2074 }
2075
2076// return nodeframes * ODE_STEPSIZE; // return real simulated time
2077 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2078 }
2079
2080 /// <summary>
2081 public override void GetResults()
2082 {
2083 }
2084
2085 public override bool IsThreaded
2086 {
2087 // for now we won't be multithreaded
2088 get { return (false); }
2089 }
2090
2091 public float GetTerrainHeightAtXY(float x, float y)
2092 {
2093
2094
2095 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2096 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2097
2098
2099 IntPtr heightFieldGeom = IntPtr.Zero;
2100
2101 // get region map
2102 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2103 return 0f;
2104
2105 if (heightFieldGeom == IntPtr.Zero)
2106 return 0f;
2107
2108 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2109 return 0f;
2110
2111 // TerrainHeightField for ODE as offset 1m
2112 x += 1f - offsetX;
2113 y += 1f - offsetY;
2114
2115 // make position fit into array
2116 if (x < 0)
2117 x = 0;
2118 if (y < 0)
2119 y = 0;
2120
2121 // integer indexs
2122 int ix;
2123 int iy;
2124 // interpolators offset
2125 float dx;
2126 float dy;
2127
2128 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2129
2130 if (OdeUbitLib)
2131 {
2132 if (x < regsize - 1)
2133 {
2134 ix = (int)x;
2135 dx = x - (float)ix;
2136 }
2137 else // out world use external height
2138 {
2139 ix = regsize - 2;
2140 dx = 0;
2141 }
2142 if (y < regsize - 1)
2143 {
2144 iy = (int)y;
2145 dy = y - (float)iy;
2146 }
2147 else
2148 {
2149 iy = regsize - 2;
2150 dy = 0;
2151 }
2152 }
2153
2154 else
2155 {
2156 // we still have square fixed size regions
2157 // also flip x and y because of how map is done for ODE fliped axis
2158 // so ix,iy,dx and dy are inter exchanged
2159 if (x < regsize - 1)
2160 {
2161 iy = (int)x;
2162 dy = x - (float)iy;
2163 }
2164 else // out world use external height
2165 {
2166 iy = regsize - 2;
2167 dy = 0;
2168 }
2169 if (y < regsize - 1)
2170 {
2171 ix = (int)y;
2172 dx = y - (float)ix;
2173 }
2174 else
2175 {
2176 ix = regsize - 2;
2177 dx = 0;
2178 }
2179 }
2180
2181 float h0;
2182 float h1;
2183 float h2;
2184
2185 iy *= regsize;
2186 iy += ix; // all indexes have iy + ix
2187
2188 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2189 /*
2190 if ((dx + dy) <= 1.0f)
2191 {
2192 h0 = ((float)heights[iy]); // 0,0 vertice
2193 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2194 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2195 }
2196 else
2197 {
2198 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2199 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2200 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2201 }
2202 */
2203 h0 = ((float)heights[iy]); // 0,0 vertice
2204
2205 if ((dy > dx))
2206 {
2207 iy += regsize;
2208 h2 = (float)heights[iy]; // 0,1 vertice
2209 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2210 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2211 }
2212 else
2213 {
2214 iy++;
2215 h2 = (float)heights[iy]; // vertice 1,0
2216 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2217 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2218 }
2219
2220 return h0 + h1 + h2;
2221 }
2222
2223
2224 public override void SetTerrain(float[] heightMap)
2225 {
2226 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2227 {
2228 if (m_parentScene is OdeScene)
2229 {
2230 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2231 }
2232 }
2233 else
2234 {
2235 SetTerrain(heightMap, m_worldOffset);
2236 }
2237 }
2238
2239 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2240 {
2241 SetTerrain(heightMap, pOffset);
2242 }
2243
2244 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2245 {
2246 if (OdeUbitLib)
2247 UbitSetTerrain(heightMap, pOffset);
2248 else
2249 OriSetTerrain(heightMap, pOffset);
2250 }
2251
2252 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2253 {
2254 // assumes 1m size grid and constante size square regions
2255 // needs to know about sims around in future
2256
2257 float[] _heightmap;
2258
2259 uint heightmapWidth = Constants.RegionSize + 2;
2260 uint heightmapHeight = Constants.RegionSize + 2;
2261
2262 uint heightmapWidthSamples = heightmapWidth + 1;
2263 uint heightmapHeightSamples = heightmapHeight + 1;
2264
2265 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2266
2267 const float scale = 1.0f;
2268 const float offset = 0.0f;
2269 const float thickness = 10f;
2270 const int wrap = 0;
2271
2272 uint regionsize = Constants.RegionSize;
2273
2274 float hfmin = float.MaxValue;
2275 float hfmax = float.MinValue;
2276 float val;
2277 uint xx;
2278 uint yy;
2279
2280 uint maxXXYY = regionsize - 1;
2281 // flipping map adding one margin all around so things don't fall in edges
2282
2283 uint xt = 0;
2284 xx = 0;
2285
2286 for (uint x = 0; x < heightmapWidthSamples; x++)
2287 {
2288 if (x > 1 && xx < maxXXYY)
2289 xx++;
2290 yy = 0;
2291 for (uint y = 0; y < heightmapHeightSamples; y++)
2292 {
2293 if (y > 1 && y < maxXXYY)
2294 yy += regionsize;
2295
2296 val = heightMap[yy + xx];
2297 if (val < 0.0f)
2298 val = 0.0f; // no neg terrain as in chode
2299 _heightmap[xt + y] = val;
2300
2301 if (hfmin > val)
2302 hfmin = val;
2303 if (hfmax < val)
2304 hfmax = val;
2305 }
2306 xt += heightmapHeightSamples;
2307 }
2308 lock (OdeLock)
2309 {
2310 IntPtr GroundGeom = IntPtr.Zero;
2311 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2312 {
2313 RegionTerrain.Remove(pOffset);
2314 if (GroundGeom != IntPtr.Zero)
2315 {
2316 d.GeomDestroy(GroundGeom);
2317
2318 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2319 {
2320 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2321 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2322 TerrainHeightFieldHeights.Remove(GroundGeom);
2323 }
2324 }
2325 }
2326 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2327
2328 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2329
2330 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2331 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2332 offset, thickness, wrap);
2333
2334 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2335 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2336 if (GroundGeom != IntPtr.Zero)
2337 {
2338 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2339 d.GeomSetCollideBits(GroundGeom, 0);
2340
2341 }
2342 geom_name_map[GroundGeom] = "Terrain";
2343
2344 d.Matrix3 R = new d.Matrix3();
2345
2346 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2347 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2348
2349
2350 q1 = q1 * q2;
2351
2352 Vector3 v3;
2353 float angle;
2354 q1.GetAxisAngle(out v3, out angle);
2355
2356 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2357 d.GeomSetRotation(GroundGeom, ref R);
2358 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2359 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2360// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2361 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2362 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2363
2364 }
2365 }
2366
2367 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2368 {
2369 // assumes 1m size grid and constante size square regions
2370 // needs to know about sims around in future
2371
2372 float[] _heightmap;
2373
2374 uint heightmapWidth = Constants.RegionSize + 2;
2375 uint heightmapHeight = Constants.RegionSize + 2;
2376
2377 uint heightmapWidthSamples = heightmapWidth + 1;
2378 uint heightmapHeightSamples = heightmapHeight + 1;
2379
2380 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2381
2382
2383 uint regionsize = Constants.RegionSize;
2384
2385 float hfmin = float.MaxValue;
2386// float hfmax = float.MinValue;
2387 float val;
2388
2389
2390 uint maxXXYY = regionsize - 1;
2391 // adding one margin all around so things don't fall in edges
2392
2393 uint xx;
2394 uint yy = 0;
2395 uint yt = 0;
2396
2397 for (uint y = 0; y < heightmapHeightSamples; y++)
2398 {
2399 if (y > 1 && y < maxXXYY)
2400 yy += regionsize;
2401 xx = 0;
2402 for (uint x = 0; x < heightmapWidthSamples; x++)
2403 {
2404 if (x > 1 && x < maxXXYY)
2405 xx++;
2406
2407 val = heightMap[yy + xx];
2408 if (val < 0.0f)
2409 val = 0.0f; // no neg terrain as in chode
2410 _heightmap[yt + x] = val;
2411
2412 if (hfmin > val)
2413 hfmin = val;
2414// if (hfmax < val)
2415// hfmax = val;
2416 }
2417 yt += heightmapWidthSamples;
2418 }
2419 lock (OdeLock)
2420 {
2421 IntPtr GroundGeom = IntPtr.Zero;
2422 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2423 {
2424 RegionTerrain.Remove(pOffset);
2425 if (GroundGeom != IntPtr.Zero)
2426 {
2427 d.GeomDestroy(GroundGeom);
2428
2429 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2430 {
2431 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2432 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2433 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2434 TerrainHeightFieldHeights.Remove(GroundGeom);
2435 }
2436 }
2437 }
2438 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2439
2440 const int wrap = 0;
2441 float thickness = hfmin;
2442 if (thickness < 0)
2443 thickness = 1;
2444
2445 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2446
2447 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2448 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2449 thickness, wrap);
2450
2451// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2452 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2453 if (GroundGeom != IntPtr.Zero)
2454 {
2455 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2456 d.GeomSetCollideBits(GroundGeom, 0);
2457
2458 }
2459 geom_name_map[GroundGeom] = "Terrain";
2460
2461 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2462 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2463 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2464 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2465 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2466 }
2467 }
2468
2469
2470 public override void DeleteTerrain()
2471 {
2472 }
2473
2474 public float GetWaterLevel()
2475 {
2476 return waterlevel;
2477 }
2478
2479 public override bool SupportsCombining()
2480 {
2481 return true;
2482 }
2483/*
2484 public override void UnCombine(PhysicsScene pScene)
2485 {
2486 IntPtr localGround = IntPtr.Zero;
2487// float[] localHeightfield;
2488 bool proceed = false;
2489 List<IntPtr> geomDestroyList = new List<IntPtr>();
2490
2491 lock (OdeLock)
2492 {
2493 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2494 {
2495 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2496 {
2497 if (geom == localGround)
2498 {
2499// localHeightfield = TerrainHeightFieldHeights[geom];
2500 proceed = true;
2501 }
2502 else
2503 {
2504 geomDestroyList.Add(geom);
2505 }
2506 }
2507
2508 if (proceed)
2509 {
2510 m_worldOffset = Vector3.Zero;
2511 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2512 m_parentScene = null;
2513
2514 foreach (IntPtr g in geomDestroyList)
2515 {
2516 // removingHeightField needs to be done or the garbage collector will
2517 // collect the terrain data before we tell ODE to destroy it causing
2518 // memory corruption
2519 if (TerrainHeightFieldHeights.ContainsKey(g))
2520 {
2521// float[] removingHeightField = TerrainHeightFieldHeights[g];
2522 TerrainHeightFieldHeights.Remove(g);
2523
2524 if (RegionTerrain.ContainsKey(g))
2525 {
2526 RegionTerrain.Remove(g);
2527 }
2528
2529 d.GeomDestroy(g);
2530 //removingHeightField = new float[0];
2531 }
2532 }
2533
2534 }
2535 else
2536 {
2537 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2538 }
2539 }
2540 }
2541 }
2542*/
2543 public override void SetWaterLevel(float baseheight)
2544 {
2545 waterlevel = baseheight;
2546 randomizeWater(waterlevel);
2547 }
2548
2549 public void randomizeWater(float baseheight)
2550 {
2551 const uint heightmapWidth = Constants.RegionSize + 2;
2552 const uint heightmapHeight = Constants.RegionSize + 2;
2553 const uint heightmapWidthSamples = heightmapWidth + 1;
2554 const uint heightmapHeightSamples = heightmapHeight + 1;
2555
2556 const float scale = 1.0f;
2557 const float offset = 0.0f;
2558 const int wrap = 0;
2559
2560 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2561
2562 float maxheigh = float.MinValue;
2563 float minheigh = float.MaxValue;
2564 float val;
2565 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2566 {
2567
2568 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2569 _watermap[i] = val;
2570 if (maxheigh < val)
2571 maxheigh = val;
2572 if (minheigh > val)
2573 minheigh = val;
2574 }
2575
2576 float thickness = minheigh;
2577
2578 lock (OdeLock)
2579 {
2580 if (WaterGeom != IntPtr.Zero)
2581 {
2582 d.GeomDestroy(WaterGeom);
2583 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2584 WaterGeom = IntPtr.Zero;
2585 WaterHeightmapData = IntPtr.Zero;
2586 if(WaterMapHandler.IsAllocated)
2587 WaterMapHandler.Free();
2588 }
2589
2590 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2591
2592 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2593
2594 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2595 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2596 offset, thickness, wrap);
2597 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2598 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2599 if (WaterGeom != IntPtr.Zero)
2600 {
2601 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2602 d.GeomSetCollideBits(WaterGeom, 0);
2603
2604 geom_name_map[WaterGeom] = "Water";
2605
2606 d.Matrix3 R = new d.Matrix3();
2607
2608 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2609 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2610
2611 q1 = q1 * q2;
2612 Vector3 v3;
2613 float angle;
2614 q1.GetAxisAngle(out v3, out angle);
2615
2616 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2617 d.GeomSetRotation(WaterGeom, ref R);
2618 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2619 }
2620 }
2621 }
2622
2623 public override void Dispose()
2624 {
2625 m_rayCastManager.Dispose();
2626 m_rayCastManager = null;
2627
2628 lock (OdeLock)
2629 {
2630 lock (_prims)
2631 {
2632 foreach (OdePrim prm in _prims)
2633 {
2634 RemovePrim(prm);
2635 }
2636 }
2637
2638 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2639 {
2640 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2641 {
2642 if (gch.IsAllocated)
2643 gch.Free();
2644 }
2645 }
2646
2647 if (WaterGeom != IntPtr.Zero)
2648 {
2649 d.GeomDestroy(WaterGeom);
2650 WaterGeom = IntPtr.Zero;
2651 if (WaterHeightmapData != IntPtr.Zero)
2652 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2653 WaterHeightmapData = IntPtr.Zero;
2654
2655 if (WaterMapHandler.IsAllocated)
2656 WaterMapHandler.Free();
2657 }
2658
2659
2660 if (ContactgeomsArray != IntPtr.Zero)
2661 Marshal.FreeHGlobal(ContactgeomsArray);
2662 if (GlobalContactsArray != IntPtr.Zero)
2663 Marshal.FreeHGlobal(GlobalContactsArray);
2664
2665
2666 d.WorldDestroy(world);
2667 //d.CloseODE();
2668 }
2669 }
2670
2671 public override Dictionary<uint, float> GetTopColliders()
2672 {
2673 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2674 int cnt = 0;
2675 lock (_prims)
2676 {
2677 foreach (OdePrim prm in _prims)
2678 {
2679 if (prm.CollisionScore > 0)
2680 {
2681 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2682 cnt++;
2683 prm.CollisionScore = 0f;
2684 if (cnt > 25)
2685 {
2686 break;
2687 }
2688 }
2689 }
2690 }
2691 return returncolliders;
2692 }
2693
2694 public override bool SupportsRayCast()
2695 {
2696 return true;
2697 }
2698
2699 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2700 {
2701 if (retMethod != null)
2702 {
2703 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2704 }
2705 }
2706
2707 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2708 {
2709 if (retMethod != null)
2710 {
2711 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2712 }
2713 }
2714
2715 // don't like this
2716 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2717 {
2718 ContactResult[] ourResults = null;
2719 RayCallback retMethod = delegate(List<ContactResult> results)
2720 {
2721 ourResults = new ContactResult[results.Count];
2722 results.CopyTo(ourResults, 0);
2723 };
2724 int waitTime = 0;
2725 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2726 while (ourResults == null && waitTime < 1000)
2727 {
2728 Thread.Sleep(1);
2729 waitTime++;
2730 }
2731 if (ourResults == null)
2732 return new List<ContactResult>();
2733 return new List<ContactResult>(ourResults);
2734 }
2735
2736 public override bool SuportsRaycastWorldFiltered()
2737 {
2738 return true;
2739 }
2740
2741 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2742 {
2743 object SyncObject = new object();
2744 List<ContactResult> ourresults = new List<ContactResult>();
2745
2746 RayCallback retMethod = delegate(List<ContactResult> results)
2747 {
2748 lock (SyncObject)
2749 {
2750 ourresults = results;
2751 Monitor.PulseAll(SyncObject);
2752 }
2753 };
2754
2755 lock (SyncObject)
2756 {
2757 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2758 if (!Monitor.Wait(SyncObject, 500))
2759 return null;
2760 else
2761 return ourresults;
2762 }
2763 }
2764
2765 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2766 {
2767 if (retMethod != null && actor !=null)
2768 {
2769 IntPtr geom;
2770 if (actor is OdePrim)
2771 geom = ((OdePrim)actor).prim_geom;
2772 else if (actor is OdeCharacter)
2773 geom = ((OdePrim)actor).prim_geom;
2774 else
2775 return;
2776 if (geom == IntPtr.Zero)
2777 return;
2778 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2779 }
2780 }
2781
2782 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2783 {
2784 if (retMethod != null && actor != null)
2785 {
2786 IntPtr geom;
2787 if (actor is OdePrim)
2788 geom = ((OdePrim)actor).prim_geom;
2789 else if (actor is OdeCharacter)
2790 geom = ((OdePrim)actor).prim_geom;
2791 else
2792 return;
2793 if (geom == IntPtr.Zero)
2794 return;
2795
2796 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2797 }
2798 }
2799
2800 // don't like this
2801 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2802 {
2803 if (actor != null)
2804 {
2805 IntPtr geom;
2806 if (actor is OdePrim)
2807 geom = ((OdePrim)actor).prim_geom;
2808 else if (actor is OdeCharacter)
2809 geom = ((OdePrim)actor).prim_geom;
2810 else
2811 return new List<ContactResult>();
2812 if (geom == IntPtr.Zero)
2813 return new List<ContactResult>();
2814
2815 ContactResult[] ourResults = null;
2816 RayCallback retMethod = delegate(List<ContactResult> results)
2817 {
2818 ourResults = new ContactResult[results.Count];
2819 results.CopyTo(ourResults, 0);
2820 };
2821 int waitTime = 0;
2822 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2823 while (ourResults == null && waitTime < 1000)
2824 {
2825 Thread.Sleep(1);
2826 waitTime++;
2827 }
2828 if (ourResults == null)
2829 return new List<ContactResult>();
2830 return new List<ContactResult>(ourResults);
2831 }
2832 return new List<ContactResult>();
2833 }
2834 }
2835}
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..b5fa6de
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,116 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false;
64
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
66 {
67 m_ScriptEngine = ScriptEngine;
68 m_host = host;
69 m_item = item;
70
71 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
72 m_CMFunctionsEnabled = true;
73 }
74
75 public override Object InitializeLifetimeService()
76 {
77 ILease lease = (ILease)base.InitializeLifetimeService();
78
79 if (lease.CurrentState == LeaseState.Initial)
80 {
81 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
82 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
83 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
84 }
85 return lease;
86 }
87
88 public Scene World
89 {
90 get { return m_ScriptEngine.World; }
91 }
92
93 public string cmDetectedCountry(int number)
94 {
95 m_host.AddScriptLPS(1);
96 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, number);
97 if (detectedParams == null)
98 return String.Empty;
99 return detectedParams.Country;
100 }
101
102 public string cmGetAgentCountry(LSL_Key key)
103 {
104 if (!World.Permissions.IsGod(m_host.OwnerID))
105 return String.Empty;
106
107 UUID uuid;
108
109 if (!UUID.TryParse(key, out uuid))
110 return String.Empty;
111
112 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
113 return account.UserCountry;
114 }
115 }
116}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 89f2068..713f832 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -103,15 +107,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
103 protected int m_notecardLineReadCharsMax = 255; 107 protected int m_notecardLineReadCharsMax = 255;
104 protected int m_scriptConsoleChannel = 0; 108 protected int m_scriptConsoleChannel = 0;
105 protected bool m_scriptConsoleChannelEnabled = false; 109 protected bool m_scriptConsoleChannelEnabled = false;
110 protected bool m_debuggerSafe = false;
106 protected IUrlModule m_UrlModule = null; 111 protected IUrlModule m_UrlModule = null;
107 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>(); 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 113 new Dictionary<UUID, UserInfoCacheEntry>();
114 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
115
116 protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
118
119 private Dictionary<string, string> MovementAnimationsForLSL =
120 new Dictionary<string, string> {
121 {"FLY", "Flying"},
122 {"FLYSLOW", "FlyingSlow"},
123 {"HOVER_UP", "Hovering Up"},
124 {"HOVER_DOWN", "Hovering Down"},
125 {"HOVER", "Hovering"},
126 {"LAND", "Landing"},
127 {"FALLDOWN", "Falling Down"},
128 {"PREJUMP", "PreJumping"},
129 {"JUMP", "Jumping"},
130 {"STANDUP", "Standing Up"},
131 {"SOFT_LAND", "Soft Landing"},
132 {"STAND", "Standing"},
133 {"CROUCHWALK", "CrouchWalking"},
134 {"RUN", "Running"},
135 {"WALK", "Walking"},
136 {"CROUCH", "Crouching"},
137 {"TURNLEFT", "Turning Left"},
138 {"TURNRIGHT", "Turning Right"}
139 };
109 140
110 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 141 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
111 { 142 {
143 m_ShoutSayTimer = new Timer(1000);
144 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
145 m_ShoutSayTimer.AutoReset = true;
146 m_ShoutSayTimer.Start();
147
112 m_ScriptEngine = ScriptEngine; 148 m_ScriptEngine = ScriptEngine;
113 m_host = host; 149 m_host = host;
114 m_item = item; 150 m_item = item;
151 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
115 152
116 LoadLimits(); // read script limits from config. 153 LoadLimits(); // read script limits from config.
117 154
@@ -171,6 +208,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
171 get { return m_ScriptEngine.World; } 208 get { return m_ScriptEngine.World; }
172 } 209 }
173 210
211 [DebuggerNonUserCode]
174 public void state(string newState) 212 public void state(string newState)
175 { 213 {
176 m_ScriptEngine.SetState(m_item.ItemID, newState); 214 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -180,6 +218,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
180 /// Reset the named script. The script must be present 218 /// Reset the named script. The script must be present
181 /// in the same prim. 219 /// in the same prim.
182 /// </summary> 220 /// </summary>
221 [DebuggerNonUserCode]
183 public void llResetScript() 222 public void llResetScript()
184 { 223 {
185 m_host.AddScriptLPS(1); 224 m_host.AddScriptLPS(1);
@@ -236,9 +275,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
236 } 275 }
237 } 276 }
238 277
278 public List<ScenePresence> GetLinkAvatars(int linkType)
279 {
280 List<ScenePresence> ret = new List<ScenePresence>();
281 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
282 return ret;
283
284 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
285
286 switch (linkType)
287 {
288 case ScriptBaseClass.LINK_SET:
289 return avs;
290
291 case ScriptBaseClass.LINK_ROOT:
292 return ret;
293
294 case ScriptBaseClass.LINK_ALL_OTHERS:
295 return avs;
296
297 case ScriptBaseClass.LINK_ALL_CHILDREN:
298 return avs;
299
300 case ScriptBaseClass.LINK_THIS:
301 return ret;
302
303 default:
304 if (linkType < 0)
305 return ret;
306
307 int partCount = m_host.ParentGroup.GetPartCount();
308
309 if (linkType <= partCount)
310 {
311 return ret;
312 }
313 else
314 {
315 linkType = linkType - partCount;
316 if (linkType > avs.Count)
317 {
318 return ret;
319 }
320 else
321 {
322 ret.Add(avs[linkType-1]);
323 return ret;
324 }
325 }
326 }
327 }
328
239 public List<SceneObjectPart> GetLinkParts(int linkType) 329 public List<SceneObjectPart> GetLinkParts(int linkType)
240 { 330 {
241 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 331 List<SceneObjectPart> ret = new List<SceneObjectPart>();
332 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
333 return ret;
242 ret.Add(m_host); 334 ret.Add(m_host);
243 335
244 switch (linkType) 336 switch (linkType)
@@ -432,31 +524,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
432 524
433 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 525 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
434 526
435 /// <summary> 527 // Utility function for llRot2Euler
436 /// Convert an LSL rotation to a Euler vector. 528
437 /// </summary> 529 // normalize an angle between -PI and PI (-180 to +180 degrees)
438 /// <remarks> 530 protected double NormalizeAngle(double angle)
439 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
440 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
441 /// </remarks>
442 /// <param name="r"></param>
443 /// <returns></returns>
444 public LSL_Vector llRot2Euler(LSL_Rotation r)
445 { 531 {
446 m_host.AddScriptLPS(1); 532 if (angle > -Math.PI && angle < Math.PI)
533 return angle;
534
535 int numPis = (int)(Math.PI / angle);
536 double remainder = angle - Math.PI * numPis;
537 if (numPis % 2 == 1)
538 return Math.PI - angle;
539 return remainder;
540 }
447 541
448 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 542 public LSL_Vector llRot2Euler(LSL_Rotation q1)
449 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 543 {
450 if (m == 0.0) return new LSL_Vector(); 544 m_host.AddScriptLPS(1);
451 double x = Math.Atan2(-v.y, v.z); 545 LSL_Vector eul = new LSL_Vector();
452 double sin = v.x / m;
453 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
454 double y = Math.Asin(sin);
455 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
456 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
457 double z = Math.Atan2(v.y, v.x);
458 546
459 return new LSL_Vector(x, y, z); 547 double sqw = q1.s*q1.s;
548 double sqx = q1.x*q1.x;
549 double sqy = q1.z*q1.z;
550 double sqz = q1.y*q1.y;
551 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
552 double test = q1.x*q1.z + q1.y*q1.s;
553 if (test > 0.4999*unit) { // singularity at north pole
554 eul.z = 2 * Math.Atan2(q1.x,q1.s);
555 eul.y = Math.PI/2;
556 eul.x = 0;
557 return eul;
558 }
559 if (test < -0.4999*unit) { // singularity at south pole
560 eul.z = -2 * Math.Atan2(q1.x,q1.s);
561 eul.y = -Math.PI/2;
562 eul.x = 0;
563 return eul;
564 }
565 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
566 eul.y = Math.Asin(2*test/unit);
567 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
568 return eul;
460 } 569 }
461 570
462 /* From wiki: 571 /* From wiki:
@@ -658,77 +767,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
658 { 767 {
659 //A and B should both be normalized 768 //A and B should both be normalized
660 m_host.AddScriptLPS(1); 769 m_host.AddScriptLPS(1);
661 LSL_Rotation rotBetween; 770 /* This method is more accurate than the SL one, and thus causes problems
662 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 771 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
663 // continue calculation. 772
664 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 773 double dotProduct = LSL_Vector.Dot(a, b);
774 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
775 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
776 double angle = Math.Acos(dotProduct / magProduct);
777 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
778 double s = Math.Sin(angle / 2);
779
780 double x = axis.x * s;
781 double y = axis.y * s;
782 double z = axis.z * s;
783 double w = Math.Cos(angle / 2);
784
785 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
786 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
787
788 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
789 */
790
791 // This method mimics the 180 errors found in SL
792 // See www.euclideanspace.com... angleBetween
793 LSL_Vector vec_a = a;
794 LSL_Vector vec_b = b;
795
796 // Eliminate zero length
797 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
798 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
799 if (vec_a_mag < 0.00001 ||
800 vec_b_mag < 0.00001)
665 { 801 {
666 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 802 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
667 } 803 }
668 else 804
805 // Normalize
806 vec_a = llVecNorm(vec_a);
807 vec_b = llVecNorm(vec_b);
808
809 // Calculate axis and rotation angle
810 LSL_Vector axis = vec_a % vec_b;
811 LSL_Float cos_theta = vec_a * vec_b;
812
813 // Check if parallel
814 if (cos_theta > 0.99999)
669 { 815 {
670 a = LSL_Vector.Norm(a); 816 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
671 b = LSL_Vector.Norm(b); 817 }
672 double dotProduct = LSL_Vector.Dot(a, b); 818
673 // There are two degenerate cases possible. These are for vectors 180 or 819 // Check if anti-parallel
674 // 0 degrees apart. These have to be detected and handled individually. 820 else if (cos_theta < -0.99999)
675 // 821 {
676 // Check for vectors 180 degrees apart. 822 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
677 // A dot product of -1 would mean the angle between vectors is 180 degrees. 823 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
678 if (dotProduct < -0.9999999f) 824 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
679 { 825 }
680 // First assume X axis is orthogonal to the vectors. 826 else // other rotation
681 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 827 {
682 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 828 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
683 // Check for near zero vector. A very small non-zero number here will create 829 axis = llVecNorm(axis);
684 // a rotation in an undesired direction. 830 double x, y, z, s, t;
685 if (LSL_Vector.Mag(orthoVector) > 0.0001) 831 s = Math.Cos(theta);
686 { 832 t = Math.Sin(theta);
687 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 833 x = axis.x * t;
688 } 834 y = axis.y * t;
689 // If the magnitude of the vector was near zero, then assume the X axis is not 835 z = axis.z * t;
690 // orthogonal and use the Z axis instead. 836 return new LSL_Rotation(x,y,z,s);
691 else
692 {
693 // Set 180 z rotation.
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
695 }
696 }
697 // Check for parallel vectors.
698 // A dot product of 1 would mean the angle between vectors is 0 degrees.
699 else if (dotProduct > 0.9999999f)
700 {
701 // Set zero rotation.
702 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
703 }
704 else
705 {
706 // All special checks have been performed so get the axis of rotation.
707 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
708 // Quarternion s value is the length of the unit vector + dot product.
709 double qs = 1.0 + dotProduct;
710 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
711 // Normalize the rotation.
712 double mag = LSL_Rotation.Mag(rotBetween);
713 // We shouldn't have to worry about a divide by zero here. The qs value will be
714 // non-zero because we already know if we're here, then the dotProduct is not -1 so
715 // qs will not be zero. Also, we've already handled the input vectors being zero so the
716 // crossProduct vector should also not be zero.
717 rotBetween.x = rotBetween.x / mag;
718 rotBetween.y = rotBetween.y / mag;
719 rotBetween.z = rotBetween.z / mag;
720 rotBetween.s = rotBetween.s / mag;
721 // Check for undefined values and set zero rotation if any found. This code might not actually be required
722 // any longer since zero vectors are checked for at the top.
723 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
724 {
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
726 }
727 }
728 } 837 }
729 return rotBetween;
730 } 838 }
731 839
732 public void llWhisper(int channelID, string text) 840 public void llWhisper(int channelID, string text)
733 { 841 {
734 m_host.AddScriptLPS(1); 842 m_host.AddScriptLPS(1);
@@ -748,6 +856,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
748 { 856 {
749 m_host.AddScriptLPS(1); 857 m_host.AddScriptLPS(1);
750 858
859 if (channelID == 0)
860 m_SayShoutCount++;
861
862 if (m_SayShoutCount >= 11)
863 ScriptSleep(2000);
864
751 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 865 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
752 { 866 {
753 Console.WriteLine(text); 867 Console.WriteLine(text);
@@ -770,6 +884,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
770 { 884 {
771 m_host.AddScriptLPS(1); 885 m_host.AddScriptLPS(1);
772 886
887 if (channelID == 0)
888 m_SayShoutCount++;
889
890 if (m_SayShoutCount >= 11)
891 ScriptSleep(2000);
892
773 if (text.Length > 1023) 893 if (text.Length > 1023)
774 text = text.Substring(0, 1023); 894 text = text.Substring(0, 1023);
775 895
@@ -1072,10 +1192,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1072 return detectedParams.TouchUV; 1192 return detectedParams.TouchUV;
1073 } 1193 }
1074 1194
1195 [DebuggerNonUserCode]
1075 public virtual void llDie() 1196 public virtual void llDie()
1076 { 1197 {
1077 m_host.AddScriptLPS(1); 1198 m_host.AddScriptLPS(1);
1078 throw new SelfDeleteException(); 1199 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1079 } 1200 }
1080 1201
1081 public LSL_Float llGround(LSL_Vector offset) 1202 public LSL_Float llGround(LSL_Vector offset)
@@ -1148,6 +1269,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1148 1269
1149 public void llSetStatus(int status, int value) 1270 public void llSetStatus(int status, int value)
1150 { 1271 {
1272 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1273 return;
1151 m_host.AddScriptLPS(1); 1274 m_host.AddScriptLPS(1);
1152 1275
1153 int statusrotationaxis = 0; 1276 int statusrotationaxis = 0;
@@ -1171,6 +1294,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1171 if (!allow) 1294 if (!allow)
1172 return; 1295 return;
1173 1296
1297 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1298 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1299 return;
1300
1174 m_host.ScriptSetPhysicsStatus(true); 1301 m_host.ScriptSetPhysicsStatus(true);
1175 } 1302 }
1176 else 1303 else
@@ -1379,6 +1506,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1379 { 1506 {
1380 m_host.AddScriptLPS(1); 1507 m_host.AddScriptLPS(1);
1381 1508
1509 SetColor(m_host, color, face);
1510 }
1511
1512 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1513 {
1514 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1515 return;
1516
1517 Primitive.TextureEntry tex = part.Shape.Textures;
1518 Color4 texcolor;
1519 if (face >= 0 && face < GetNumberOfSides(part))
1520 {
1521 texcolor = tex.CreateFace((uint)face).RGBA;
1522 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1523 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1524 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1525 tex.FaceTextures[face].RGBA = texcolor;
1526 part.UpdateTextureEntry(tex.GetBytes());
1527 return;
1528 }
1529 else if (face == ScriptBaseClass.ALL_SIDES)
1530 {
1531 for (uint i = 0; i < GetNumberOfSides(part); i++)
1532 {
1533 if (tex.FaceTextures[i] != null)
1534 {
1535 texcolor = tex.FaceTextures[i].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[i].RGBA = texcolor;
1540 }
1541 texcolor = tex.DefaultTexture.RGBA;
1542 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1543 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1544 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1545 tex.DefaultTexture.RGBA = texcolor;
1546 }
1547 part.UpdateTextureEntry(tex.GetBytes());
1548 return;
1549 }
1550
1382 if (face == ScriptBaseClass.ALL_SIDES) 1551 if (face == ScriptBaseClass.ALL_SIDES)
1383 face = SceneObjectPart.ALL_SIDES; 1552 face = SceneObjectPart.ALL_SIDES;
1384 1553
@@ -1387,6 +1556,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1387 1556
1388 public void SetTexGen(SceneObjectPart part, int face,int style) 1557 public void SetTexGen(SceneObjectPart part, int face,int style)
1389 { 1558 {
1559 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1560 return;
1561
1390 Primitive.TextureEntry tex = part.Shape.Textures; 1562 Primitive.TextureEntry tex = part.Shape.Textures;
1391 MappingType textype; 1563 MappingType textype;
1392 textype = MappingType.Default; 1564 textype = MappingType.Default;
@@ -1417,6 +1589,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1417 1589
1418 public void SetGlow(SceneObjectPart part, int face, float glow) 1590 public void SetGlow(SceneObjectPart part, int face, float glow)
1419 { 1591 {
1592 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1593 return;
1594
1420 Primitive.TextureEntry tex = part.Shape.Textures; 1595 Primitive.TextureEntry tex = part.Shape.Textures;
1421 if (face >= 0 && face < GetNumberOfSides(part)) 1596 if (face >= 0 && face < GetNumberOfSides(part))
1422 { 1597 {
@@ -1442,6 +1617,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1442 1617
1443 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1618 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1444 { 1619 {
1620 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1621 return;
1445 1622
1446 Shininess sval = new Shininess(); 1623 Shininess sval = new Shininess();
1447 1624
@@ -1492,6 +1669,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1492 1669
1493 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1670 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1494 { 1671 {
1672 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1673 return;
1674
1495 Primitive.TextureEntry tex = part.Shape.Textures; 1675 Primitive.TextureEntry tex = part.Shape.Textures;
1496 if (face >= 0 && face < GetNumberOfSides(part)) 1676 if (face >= 0 && face < GetNumberOfSides(part))
1497 { 1677 {
@@ -1552,13 +1732,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1552 m_host.AddScriptLPS(1); 1732 m_host.AddScriptLPS(1);
1553 1733
1554 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1734 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1555 1735 if (parts.Count > 0)
1556 foreach (SceneObjectPart part in parts) 1736 {
1557 SetAlpha(part, alpha, face); 1737 try
1738 {
1739 parts[0].ParentGroup.areUpdatesSuspended = true;
1740 foreach (SceneObjectPart part in parts)
1741 SetAlpha(part, alpha, face);
1742 }
1743 finally
1744 {
1745 parts[0].ParentGroup.areUpdatesSuspended = false;
1746 }
1747 }
1558 } 1748 }
1559 1749
1560 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1750 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1561 { 1751 {
1752 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1753 return;
1754
1562 Primitive.TextureEntry tex = part.Shape.Textures; 1755 Primitive.TextureEntry tex = part.Shape.Textures;
1563 Color4 texcolor; 1756 Color4 texcolor;
1564 if (face >= 0 && face < GetNumberOfSides(part)) 1757 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1611,7 +1804,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1804 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1612 float wind, float tension, LSL_Vector Force) 1805 float wind, float tension, LSL_Vector Force)
1613 { 1806 {
1614 if (part == null) 1807 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1808 return;
1616 1809
1617 if (flexi) 1810 if (flexi)
@@ -1645,7 +1838,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1645 /// <param name="falloff"></param> 1838 /// <param name="falloff"></param>
1646 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1839 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1647 { 1840 {
1648 if (part == null) 1841 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return; 1842 return;
1650 1843
1651 if (light) 1844 if (light)
@@ -1724,15 +1917,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 m_host.AddScriptLPS(1); 1917 m_host.AddScriptLPS(1);
1725 1918
1726 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1919 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1727 1920 if (parts.Count > 0)
1728 foreach (SceneObjectPart part in parts) 1921 {
1729 SetTexture(part, texture, face); 1922 try
1730 1923 {
1924 parts[0].ParentGroup.areUpdatesSuspended = true;
1925 foreach (SceneObjectPart part in parts)
1926 SetTexture(part, texture, face);
1927 }
1928 finally
1929 {
1930 parts[0].ParentGroup.areUpdatesSuspended = false;
1931 }
1932 }
1731 ScriptSleep(200); 1933 ScriptSleep(200);
1732 } 1934 }
1733 1935
1734 protected void SetTexture(SceneObjectPart part, string texture, int face) 1936 protected void SetTexture(SceneObjectPart part, string texture, int face)
1735 { 1937 {
1938 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1939 return;
1940
1736 UUID textureID = new UUID(); 1941 UUID textureID = new UUID();
1737 1942
1738 textureID = InventoryKey(texture, (int)AssetType.Texture); 1943 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1777,6 +1982,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1777 1982
1778 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1983 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1779 { 1984 {
1985 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1986 return;
1987
1780 Primitive.TextureEntry tex = part.Shape.Textures; 1988 Primitive.TextureEntry tex = part.Shape.Textures;
1781 if (face >= 0 && face < GetNumberOfSides(part)) 1989 if (face >= 0 && face < GetNumberOfSides(part))
1782 { 1990 {
@@ -1813,6 +2021,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1813 2021
1814 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2022 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1815 { 2023 {
2024 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2025 return;
2026
1816 Primitive.TextureEntry tex = part.Shape.Textures; 2027 Primitive.TextureEntry tex = part.Shape.Textures;
1817 if (face >= 0 && face < GetNumberOfSides(part)) 2028 if (face >= 0 && face < GetNumberOfSides(part))
1818 { 2029 {
@@ -1849,6 +2060,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1849 2060
1850 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2061 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1851 { 2062 {
2063 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2064 return;
2065
1852 Primitive.TextureEntry tex = part.Shape.Textures; 2066 Primitive.TextureEntry tex = part.Shape.Textures;
1853 if (face >= 0 && face < GetNumberOfSides(part)) 2067 if (face >= 0 && face < GetNumberOfSides(part))
1854 { 2068 {
@@ -1953,26 +2167,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1953 return real_vec; 2167 return real_vec;
1954 } 2168 }
1955 2169
2170 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2171 {
2172 return new LSL_Integer(SetRegionPos(m_host, pos));
2173 }
2174
2175 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2176 {
2177 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2178 return 0;
2179
2180 SceneObjectGroup grp = part.ParentGroup;
2181
2182 if (grp.IsAttachment)
2183 return 0;
2184
2185 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2186 return 0;
2187
2188 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)
2189 return 0;
2190
2191 float constrainedX = (float)targetPos.x;
2192 float constrainedY = (float)targetPos.y;
2193
2194 if (constrainedX < 0.0f)
2195 constrainedX = 0.0f;
2196 if (constrainedY < 0.0f)
2197 constrainedY = 0.0f;
2198 if (constrainedX >= (float)Constants.RegionSize)
2199 constrainedX = (float)Constants.RegionSize - 0.1f;
2200 if (constrainedY >= (float)Constants.RegionSize)
2201 constrainedY = (float)Constants.RegionSize -0.1f;
2202
2203 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2204
2205 if (targetPos.z < ground)
2206 targetPos.z = ground;
2207
2208 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2209
2210 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2211 return 0;
2212
2213 grp.UpdateGroupPosition(dest);
2214
2215 return 1;
2216 }
2217
1956 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2218 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1957 { 2219 {
1958 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2220 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2221 return;
2222
1959 LSL_Vector currentPos = GetPartLocalPos(part); 2223 LSL_Vector currentPos = GetPartLocalPos(part);
2224 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1960 2225
1961 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1962 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1963 2226
1964 if (part.ParentGroup.RootPart == part) 2227 if (part.ParentGroup.RootPart == part)
1965 { 2228 {
1966 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1967 targetPos.z = ground;
1968 SceneObjectGroup parent = part.ParentGroup; 2229 SceneObjectGroup parent = part.ParentGroup;
1969 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2230 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1970 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2231 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2232 return;
2233 Util.FireAndForget(delegate(object x) {
2234 parent.UpdateGroupPosition(dest);
2235 });
1971 } 2236 }
1972 else 2237 else
1973 { 2238 {
1974 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2239 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1975 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1976 SceneObjectGroup parent = part.ParentGroup; 2240 SceneObjectGroup parent = part.ParentGroup;
1977 parent.HasGroupChanged = true; 2241 parent.HasGroupChanged = true;
1978 parent.ScheduleGroupForTerseUpdate(); 2242 parent.ScheduleGroupForTerseUpdate();
@@ -2005,17 +2269,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2005 else 2269 else
2006 { 2270 {
2007 if (part.ParentGroup.IsAttachment) 2271 if (part.ParentGroup.IsAttachment)
2008 {
2009 pos = part.AttachedPos; 2272 pos = part.AttachedPos;
2010 }
2011 else 2273 else
2012 {
2013 pos = part.AbsolutePosition; 2274 pos = part.AbsolutePosition;
2014 }
2015 } 2275 }
2016 2276
2017// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2018
2019 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2277 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2020 } 2278 }
2021 2279
@@ -2024,9 +2282,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2024 m_host.AddScriptLPS(1); 2282 m_host.AddScriptLPS(1);
2025 2283
2026 // try to let this work as in SL... 2284 // try to let this work as in SL...
2027 if (m_host.ParentID == 0) 2285 if (m_host.LinkNum < 2)
2028 { 2286 {
2029 // special case: If we are root, rotate complete SOG to new rotation 2287 // Special case: If we are root, rotate complete SOG to new
2288 // rotation.
2289 // We are root if the link number is 0 (single prim) or 1
2290 // (root prim). ParentID may be nonzero in attachments and
2291 // using it would cause attachments and HUDs to rotate
2292 // to the wrong positions.
2030 SetRot(m_host, Rot2Quaternion(rot)); 2293 SetRot(m_host, Rot2Quaternion(rot));
2031 } 2294 }
2032 else 2295 else
@@ -2051,6 +2314,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2051 2314
2052 protected void SetRot(SceneObjectPart part, Quaternion rot) 2315 protected void SetRot(SceneObjectPart part, Quaternion rot)
2053 { 2316 {
2317 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2318 return;
2319
2054 part.UpdateRotation(rot); 2320 part.UpdateRotation(rot);
2055 // Update rotation does not move the object in the physics scene if it's a linkset. 2321 // Update rotation does not move the object in the physics scene if it's a linkset.
2056 2322
@@ -2205,13 +2471,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2205 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2471 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2206 { 2472 {
2207 m_host.AddScriptLPS(1); 2473 m_host.AddScriptLPS(1);
2208 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2474 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2209 } 2475 }
2210 2476
2211 public void llSetTorque(LSL_Vector torque, int local) 2477 public void llSetTorque(LSL_Vector torque, int local)
2212 { 2478 {
2213 m_host.AddScriptLPS(1); 2479 m_host.AddScriptLPS(1);
2214 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2480 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2215 } 2481 }
2216 2482
2217 public LSL_Vector llGetTorque() 2483 public LSL_Vector llGetTorque()
@@ -2232,16 +2498,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2232 { 2498 {
2233 m_host.AddScriptLPS(1); 2499 m_host.AddScriptLPS(1);
2234 2500
2235 Vector3 vel; 2501 Vector3 vel = Vector3.Zero;
2236 2502
2237 if (m_host.ParentGroup.IsAttachment) 2503 if (m_host.ParentGroup.IsAttachment)
2238 { 2504 {
2239 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2505 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2240 vel = avatar.Velocity; 2506 if (avatar != null)
2507 vel = avatar.Velocity;
2241 } 2508 }
2242 else 2509 else
2243 { 2510 {
2244 vel = m_host.Velocity; 2511 vel = m_host.ParentGroup.RootPart.Velocity;
2245 } 2512 }
2246 2513
2247 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2514 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2790,8 +3057,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2790 3057
2791 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) 3058 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
2792 { 3059 {
2793 //Recoil. 3060 // recoil
2794 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3061 llvel *= -groupmass;
3062 llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0);
2795 } 3063 }
2796 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3064 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
2797 return; 3065 return;
@@ -2813,35 +3081,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2813 public void llLookAt(LSL_Vector target, double strength, double damping) 3081 public void llLookAt(LSL_Vector target, double strength, double damping)
2814 { 3082 {
2815 m_host.AddScriptLPS(1); 3083 m_host.AddScriptLPS(1);
2816 // Determine where we are looking from
2817 LSL_Vector from = llGetPos();
2818 3084
2819 // Work out the normalised vector from the source to the target 3085 // Get the normalized vector to the target
2820 LSL_Vector delta = llVecNorm(target - from); 3086 LSL_Vector d1 = llVecNorm(target - llGetPos());
2821 LSL_Vector angle = new LSL_Vector(0,0,0);
2822 3087
2823 // Calculate the yaw 3088 // Get the bearing (yaw)
2824 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3089 LSL_Vector a1 = new LSL_Vector(0,0,0);
2825 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3090 a1.z = llAtan2(d1.y, d1.x);
2826 3091
2827 // Calculate pitch 3092 // Get the elevation (pitch)
2828 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3093 LSL_Vector a2 = new LSL_Vector(0,0,0);
3094 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2829 3095
2830 // we need to convert from a vector describing 3096 LSL_Rotation r1 = llEuler2Rot(a1);
2831 // the angles of rotation in radians into rotation value 3097 LSL_Rotation r2 = llEuler2Rot(a2);
2832 LSL_Rotation rot = llEuler2Rot(angle); 3098 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2833
2834 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2835 // set the rotation of the object, copy that behavior
2836 PhysicsActor pa = m_host.PhysActor;
2837 3099
2838 if (strength == 0 || pa == null || !pa.IsPhysical) 3100 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2839 { 3101 {
2840 llSetRot(rot); 3102 // Do nothing if either value is 0 (this has been checked in SL)
3103 if (strength <= 0.0 || damping <= 0.0)
3104 return;
3105
3106 llSetRot(r3 * r2 * r1);
2841 } 3107 }
2842 else 3108 else
2843 { 3109 {
2844 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3110 if (strength == 0)
3111 {
3112 llSetRot(r3 * r2 * r1);
3113 return;
3114 }
3115
3116 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2845 } 3117 }
2846 } 3118 }
2847 3119
@@ -2887,17 +3159,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2887 } 3159 }
2888 else 3160 else
2889 { 3161 {
2890 if (m_host.IsRoot) 3162 // new SL always returns object mass
2891 { 3163// if (m_host.IsRoot)
3164// {
2892 return m_host.ParentGroup.GetMass(); 3165 return m_host.ParentGroup.GetMass();
2893 } 3166// }
2894 else 3167// else
2895 { 3168// {
2896 return m_host.GetMass(); 3169// return m_host.GetMass();
2897 } 3170// }
2898 } 3171 }
2899 } 3172 }
2900 3173
3174
3175 public LSL_Float llGetMassMKS()
3176 {
3177 return 100f * llGetMass();
3178 }
3179
2901 public void llCollisionFilter(string name, string id, int accept) 3180 public void llCollisionFilter(string name, string id, int accept)
2902 { 3181 {
2903 m_host.AddScriptLPS(1); 3182 m_host.AddScriptLPS(1);
@@ -2972,7 +3251,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2972 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3251 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
2973 3252
2974 if (attachmentsModule != null) 3253 if (attachmentsModule != null)
2975 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false); 3254 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true);
2976 else 3255 else
2977 return false; 3256 return false;
2978 } 3257 }
@@ -3005,9 +3284,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3005 { 3284 {
3006 m_host.AddScriptLPS(1); 3285 m_host.AddScriptLPS(1);
3007 3286
3008// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3009// return;
3010
3011 if (m_item.PermsGranter != m_host.OwnerID) 3287 if (m_item.PermsGranter != m_host.OwnerID)
3012 return; 3288 return;
3013 3289
@@ -3050,6 +3326,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3050 3326
3051 public void llInstantMessage(string user, string message) 3327 public void llInstantMessage(string user, string message)
3052 { 3328 {
3329 UUID result;
3330 if (!UUID.TryParse(user, out result))
3331 {
3332 ShoutError("An invalid key was passed to llInstantMessage");
3333 ScriptSleep(2000);
3334 return;
3335 }
3336
3337
3053 m_host.AddScriptLPS(1); 3338 m_host.AddScriptLPS(1);
3054 3339
3055 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3340 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3064,14 +3349,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3064 UUID friendTransactionID = UUID.Random(); 3349 UUID friendTransactionID = UUID.Random();
3065 3350
3066 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3351 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3067 3352
3068 GridInstantMessage msg = new GridInstantMessage(); 3353 GridInstantMessage msg = new GridInstantMessage();
3069 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3354 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3070 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3355 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3071 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3356 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3072// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3357// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3073// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3358// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3074 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3359// DateTime dt = DateTime.UtcNow;
3360//
3361// // Ticks from UtcNow, but make it look like local. Evil, huh?
3362// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3363//
3364// try
3365// {
3366// // Convert that to the PST timezone
3367// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3368// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3369// }
3370// catch
3371// {
3372// // No logging here, as it could be VERY spammy
3373// }
3374//
3375// // And make it look local again to fool the unix time util
3376// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3377
3378 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3379
3075 //if (client != null) 3380 //if (client != null)
3076 //{ 3381 //{
3077 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3382 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3085,12 +3390,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3085 msg.message = message.Substring(0, 1024); 3390 msg.message = message.Substring(0, 1024);
3086 else 3391 else
3087 msg.message = message; 3392 msg.message = message;
3088 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3393 msg.dialog = (byte)19; // MessageFromObject
3089 msg.fromGroup = false;// fromGroup; 3394 msg.fromGroup = false;// fromGroup;
3090 msg.offline = (byte)0; //offline; 3395 msg.offline = (byte)0; //offline;
3091 msg.ParentEstateID = 0; //ParentEstateID; 3396 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3092 msg.Position = new Vector3(m_host.AbsolutePosition); 3397 msg.Position = new Vector3(m_host.AbsolutePosition);
3093 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3398 msg.RegionID = World.RegionInfo.RegionID.Guid;
3094 msg.binaryBucket 3399 msg.binaryBucket
3095 = Util.StringToBytes256( 3400 = Util.StringToBytes256(
3096 "{0}/{1}/{2}/{3}", 3401 "{0}/{1}/{2}/{3}",
@@ -3118,7 +3423,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3118 } 3423 }
3119 3424
3120 emailModule.SendEmail(m_host.UUID, address, subject, message); 3425 emailModule.SendEmail(m_host.UUID, address, subject, message);
3121 llSleep(EMAIL_PAUSE_TIME); 3426 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3122 } 3427 }
3123 3428
3124 public void llGetNextEmail(string address, string subject) 3429 public void llGetNextEmail(string address, string subject)
@@ -3362,15 +3667,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3362 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3667 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3363 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3668 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3364 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3669 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3670 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3365 ScriptBaseClass.PERMISSION_ATTACH; 3671 ScriptBaseClass.PERMISSION_ATTACH;
3366 3672
3367 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3673 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3368 { 3674 {
3369 lock (m_host.TaskInventory) 3675 m_host.TaskInventory.LockItemsForWrite(true);
3370 { 3676 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3371 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3677 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3372 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3678 m_host.TaskInventory.LockItemsForWrite(false);
3373 }
3374 3679
3375 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3680 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3376 "run_time_permissions", new Object[] { 3681 "run_time_permissions", new Object[] {
@@ -3380,28 +3685,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3380 return; 3685 return;
3381 } 3686 }
3382 } 3687 }
3383 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3688 else
3384 { 3689 {
3385 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3690 bool sitting = false;
3386 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3691 if (m_host.SitTargetAvatar == agentID)
3387 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3692 {
3388 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3693 sitting = true;
3389 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3694 }
3695 else
3696 {
3697 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3698 {
3699 if (p.SitTargetAvatar == agentID)
3700 sitting = true;
3701 }
3702 }
3390 3703
3391 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3704 if (sitting)
3392 { 3705 {
3393 lock (m_host.TaskInventory) 3706 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3707 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3708 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3709 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3710 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3711
3712 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3394 { 3713 {
3714 m_host.TaskInventory.LockItemsForWrite(true);
3395 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3715 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3396 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3716 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3397 } 3717 m_host.TaskInventory.LockItemsForWrite(false);
3398 3718
3399 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3719 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3400 "run_time_permissions", new Object[] { 3720 "run_time_permissions", new Object[] {
3401 new LSL_Integer(perm) }, 3721 new LSL_Integer(perm) },
3402 new DetectParams[0])); 3722 new DetectParams[0]));
3403 3723
3404 return; 3724 return;
3725 }
3405 } 3726 }
3406 } 3727 }
3407 3728
@@ -3438,11 +3759,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3438 3759
3439 if (!m_waitingForScriptAnswer) 3760 if (!m_waitingForScriptAnswer)
3440 { 3761 {
3441 lock (m_host.TaskInventory) 3762 m_host.TaskInventory.LockItemsForWrite(true);
3442 { 3763 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3443 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3764 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3444 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3765 m_host.TaskInventory.LockItemsForWrite(false);
3445 }
3446 3766
3447 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3767 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3448 m_waitingForScriptAnswer=true; 3768 m_waitingForScriptAnswer=true;
@@ -3471,14 +3791,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3471 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3791 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3472 llReleaseControls(); 3792 llReleaseControls();
3473 3793
3474 lock (m_host.TaskInventory) 3794 m_host.TaskInventory.LockItemsForWrite(true);
3475 { 3795 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3476 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3796 m_host.TaskInventory.LockItemsForWrite(false);
3477 } 3797
3478 3798 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3479 m_ScriptEngine.PostScriptEvent( 3799 "run_time_permissions", new Object[] {
3480 m_item.ItemID, 3800 new LSL_Integer(answer) },
3481 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3801 new DetectParams[0]));
3482 } 3802 }
3483 3803
3484 public LSL_String llGetPermissionsKey() 3804 public LSL_String llGetPermissionsKey()
@@ -3517,14 +3837,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3517 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3837 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3518 { 3838 {
3519 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3839 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3520 3840 if (parts.Count > 0)
3521 foreach (SceneObjectPart part in parts) 3841 {
3522 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3842 try
3843 {
3844 parts[0].ParentGroup.areUpdatesSuspended = true;
3845 foreach (SceneObjectPart part in parts)
3846 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3847 }
3848 finally
3849 {
3850 parts[0].ParentGroup.areUpdatesSuspended = false;
3851 }
3852 }
3523 } 3853 }
3524 3854
3525 public void llCreateLink(string target, int parent) 3855 public void llCreateLink(string target, int parent)
3526 { 3856 {
3527 m_host.AddScriptLPS(1); 3857 m_host.AddScriptLPS(1);
3858
3528 UUID targetID; 3859 UUID targetID;
3529 3860
3530 if (!UUID.TryParse(target, out targetID)) 3861 if (!UUID.TryParse(target, out targetID))
@@ -3630,10 +3961,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3630 // Restructuring Multiple Prims. 3961 // Restructuring Multiple Prims.
3631 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3962 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3632 parts.Remove(parentPrim.RootPart); 3963 parts.Remove(parentPrim.RootPart);
3633 foreach (SceneObjectPart part in parts) 3964 if (parts.Count > 0)
3634 { 3965 {
3635 parentPrim.DelinkFromGroup(part.LocalId, true); 3966 try
3967 {
3968 parts[0].ParentGroup.areUpdatesSuspended = true;
3969 foreach (SceneObjectPart part in parts)
3970 {
3971 parentPrim.DelinkFromGroup(part.LocalId, true);
3972 }
3973 }
3974 finally
3975 {
3976 parts[0].ParentGroup.areUpdatesSuspended = false;
3977 }
3636 } 3978 }
3979
3637 parentPrim.HasGroupChanged = true; 3980 parentPrim.HasGroupChanged = true;
3638 parentPrim.ScheduleGroupForFullUpdate(); 3981 parentPrim.ScheduleGroupForFullUpdate();
3639 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3982 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3642,12 +3985,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3642 { 3985 {
3643 SceneObjectPart newRoot = parts[0]; 3986 SceneObjectPart newRoot = parts[0];
3644 parts.Remove(newRoot); 3987 parts.Remove(newRoot);
3645 foreach (SceneObjectPart part in parts) 3988
3989 try
3646 { 3990 {
3647 // Required for linking 3991 parts[0].ParentGroup.areUpdatesSuspended = true;
3648 part.ClearUpdateSchedule(); 3992 foreach (SceneObjectPart part in parts)
3649 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3993 {
3994 part.ClearUpdateSchedule();
3995 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3996 }
3650 } 3997 }
3998 finally
3999 {
4000 parts[0].ParentGroup.areUpdatesSuspended = false;
4001 }
4002
4003
3651 newRoot.ParentGroup.HasGroupChanged = true; 4004 newRoot.ParentGroup.HasGroupChanged = true;
3652 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4005 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3653 } 4006 }
@@ -3667,6 +4020,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3667 public void llBreakAllLinks() 4020 public void llBreakAllLinks()
3668 { 4021 {
3669 m_host.AddScriptLPS(1); 4022 m_host.AddScriptLPS(1);
4023
4024 TaskInventoryItem item = m_item;
4025
4026 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4027 && !m_automaticLinkPermission)
4028 {
4029 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4030 return;
4031 }
4032
3670 SceneObjectGroup parentPrim = m_host.ParentGroup; 4033 SceneObjectGroup parentPrim = m_host.ParentGroup;
3671 if (parentPrim.AttachmentPoint != 0) 4034 if (parentPrim.AttachmentPoint != 0)
3672 return; // Fail silently if attached 4035 return; // Fail silently if attached
@@ -3686,25 +4049,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3686 public LSL_String llGetLinkKey(int linknum) 4049 public LSL_String llGetLinkKey(int linknum)
3687 { 4050 {
3688 m_host.AddScriptLPS(1); 4051 m_host.AddScriptLPS(1);
3689 List<UUID> keytable = new List<UUID>();
3690 // parse for sitting avatare-uuids
3691 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3692 {
3693 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3694 keytable.Add(presence.UUID);
3695 });
3696
3697 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3698 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3699 {
3700 return keytable[totalprims - linknum].ToString();
3701 }
3702
3703 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3704 {
3705 return m_host.UUID.ToString();
3706 }
3707
3708 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4052 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3709 if (part != null) 4053 if (part != null)
3710 { 4054 {
@@ -3712,6 +4056,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3712 } 4056 }
3713 else 4057 else
3714 { 4058 {
4059 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4060 {
4061 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4062
4063 if (linknum < 0)
4064 return UUID.Zero.ToString();
4065
4066 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4067 if (avatars.Count > linknum)
4068 {
4069 return avatars[linknum].UUID.ToString();
4070 }
4071 }
3715 return UUID.Zero.ToString(); 4072 return UUID.Zero.ToString();
3716 } 4073 }
3717 } 4074 }
@@ -3811,17 +4168,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3811 m_host.AddScriptLPS(1); 4168 m_host.AddScriptLPS(1);
3812 int count = 0; 4169 int count = 0;
3813 4170
3814 lock (m_host.TaskInventory) 4171 m_host.TaskInventory.LockItemsForRead(true);
4172 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3815 { 4173 {
3816 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4174 if (inv.Value.Type == type || type == -1)
3817 { 4175 {
3818 if (inv.Value.Type == type || type == -1) 4176 count = count + 1;
3819 {
3820 count = count + 1;
3821 }
3822 } 4177 }
3823 } 4178 }
3824 4179
4180 m_host.TaskInventory.LockItemsForRead(false);
3825 return count; 4181 return count;
3826 } 4182 }
3827 4183
@@ -3830,16 +4186,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3830 m_host.AddScriptLPS(1); 4186 m_host.AddScriptLPS(1);
3831 ArrayList keys = new ArrayList(); 4187 ArrayList keys = new ArrayList();
3832 4188
3833 lock (m_host.TaskInventory) 4189 m_host.TaskInventory.LockItemsForRead(true);
4190 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3834 { 4191 {
3835 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4192 if (inv.Value.Type == type || type == -1)
3836 { 4193 {
3837 if (inv.Value.Type == type || type == -1) 4194 keys.Add(inv.Value.Name);
3838 {
3839 keys.Add(inv.Value.Name);
3840 }
3841 } 4195 }
3842 } 4196 }
4197 m_host.TaskInventory.LockItemsForRead(false);
3843 4198
3844 if (keys.Count == 0) 4199 if (keys.Count == 0)
3845 { 4200 {
@@ -3876,25 +4231,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3876 } 4231 }
3877 4232
3878 // move the first object found with this inventory name 4233 // move the first object found with this inventory name
3879 lock (m_host.TaskInventory) 4234 m_host.TaskInventory.LockItemsForRead(true);
4235 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3880 { 4236 {
3881 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4237 if (inv.Value.Name == inventory)
3882 { 4238 {
3883 if (inv.Value.Name == inventory) 4239 found = true;
3884 { 4240 objId = inv.Key;
3885 found = true; 4241 assetType = inv.Value.Type;
3886 objId = inv.Key; 4242 objName = inv.Value.Name;
3887 assetType = inv.Value.Type; 4243 break;
3888 objName = inv.Value.Name;
3889 break;
3890 }
3891 } 4244 }
3892 } 4245 }
4246 m_host.TaskInventory.LockItemsForRead(false);
3893 4247
3894 if (!found) 4248 if (!found)
3895 { 4249 {
3896 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4250 llSay(0, String.Format("Could not find object '{0}'", inventory));
3897 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4251 return;
4252// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3898 } 4253 }
3899 4254
3900 // check if destination is an object 4255 // check if destination is an object
@@ -3920,48 +4275,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3920 return; 4275 return;
3921 } 4276 }
3922 } 4277 }
4278
3923 // destination is an avatar 4279 // destination is an avatar
3924 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4280 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3925 4281
3926 if (agentItem == null) 4282 if (agentItem == null)
3927 return; 4283 return;
3928 4284
3929 byte[] bucket = new byte[17]; 4285 byte[] bucket = new byte[1];
3930 bucket[0] = (byte)assetType; 4286 bucket[0] = (byte)assetType;
3931 byte[] objBytes = agentItem.ID.GetBytes(); 4287 //byte[] objBytes = agentItem.ID.GetBytes();
3932 Array.Copy(objBytes, 0, bucket, 1, 16); 4288 //Array.Copy(objBytes, 0, bucket, 1, 16);
3933 4289
3934 GridInstantMessage msg = new GridInstantMessage(World, 4290 GridInstantMessage msg = new GridInstantMessage(World,
3935 m_host.UUID, m_host.Name+", an object owned by "+ 4291 m_host.OwnerID, m_host.Name, destId,
3936 resolveName(m_host.OwnerID)+",", destId,
3937 (byte)InstantMessageDialog.TaskInventoryOffered, 4292 (byte)InstantMessageDialog.TaskInventoryOffered,
3938 false, objName+"\n"+m_host.Name+" is located at "+ 4293 false, objName+". "+m_host.Name+" is located at "+
3939 World.RegionInfo.RegionName+" "+ 4294 World.RegionInfo.RegionName+" "+
3940 m_host.AbsolutePosition.ToString(), 4295 m_host.AbsolutePosition.ToString(),
3941 agentItem.ID, true, m_host.AbsolutePosition, 4296 agentItem.ID, true, m_host.AbsolutePosition,
3942 bucket); 4297 bucket);
3943 if (m_TransferModule != null) 4298
3944 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4299 ScenePresence sp;
4300
4301 if (World.TryGetScenePresence(destId, out sp))
4302 {
4303 sp.ControllingClient.SendInstantMessage(msg);
4304 }
4305 else
4306 {
4307 if (m_TransferModule != null)
4308 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4309 }
4310
4311 //This delay should only occur when giving inventory to avatars.
3945 ScriptSleep(3000); 4312 ScriptSleep(3000);
3946 } 4313 }
3947 } 4314 }
3948 4315
4316 [DebuggerNonUserCode]
3949 public void llRemoveInventory(string name) 4317 public void llRemoveInventory(string name)
3950 { 4318 {
3951 m_host.AddScriptLPS(1); 4319 m_host.AddScriptLPS(1);
3952 4320
3953 lock (m_host.TaskInventory) 4321 List<TaskInventoryItem> inv;
4322 try
3954 { 4323 {
3955 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4324 m_host.TaskInventory.LockItemsForRead(true);
4325 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4326 }
4327 finally
4328 {
4329 m_host.TaskInventory.LockItemsForRead(false);
4330 }
4331 foreach (TaskInventoryItem item in inv)
4332 {
4333 if (item.Name == name)
3956 { 4334 {
3957 if (item.Name == name) 4335 if (item.ItemID == m_item.ItemID)
3958 { 4336 throw new ScriptDeleteException();
3959 if (item.ItemID == m_item.ItemID) 4337 else
3960 throw new ScriptDeleteException(); 4338 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3961 else 4339 return;
3962 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3963 return;
3964 }
3965 } 4340 }
3966 } 4341 }
3967 } 4342 }
@@ -3996,115 +4371,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3996 { 4371 {
3997 m_host.AddScriptLPS(1); 4372 m_host.AddScriptLPS(1);
3998 4373
3999 UUID uuid = (UUID)id; 4374 UUID uuid;
4000 PresenceInfo pinfo = null; 4375 if (UUID.TryParse(id, out uuid))
4001 UserAccount account;
4002
4003 UserInfoCacheEntry ce;
4004 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4005 { 4376 {
4006 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4377 PresenceInfo pinfo = null;
4007 if (account == null) 4378 UserAccount account;
4379
4380 UserInfoCacheEntry ce;
4381 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4008 { 4382 {
4009 m_userInfoCache[uuid] = null; // Cache negative 4383 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4010 return UUID.Zero.ToString(); 4384 if (account == null)
4011 } 4385 {
4386 m_userInfoCache[uuid] = null; // Cache negative
4387 return UUID.Zero.ToString();
4388 }
4012 4389
4013 4390
4014 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4391 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4015 if (pinfos != null && pinfos.Length > 0) 4392 if (pinfos != null && pinfos.Length > 0)
4016 {
4017 foreach (PresenceInfo p in pinfos)
4018 { 4393 {
4019 if (p.RegionID != UUID.Zero) 4394 foreach (PresenceInfo p in pinfos)
4020 { 4395 {
4021 pinfo = p; 4396 if (p.RegionID != UUID.Zero)
4397 {
4398 pinfo = p;
4399 }
4022 } 4400 }
4023 } 4401 }
4024 }
4025 4402
4026 ce = new UserInfoCacheEntry(); 4403 ce = new UserInfoCacheEntry();
4027 ce.time = Util.EnvironmentTickCount(); 4404 ce.time = Util.EnvironmentTickCount();
4028 ce.account = account; 4405 ce.account = account;
4029 ce.pinfo = pinfo; 4406 ce.pinfo = pinfo;
4030 } 4407 m_userInfoCache[uuid] = ce;
4031 else 4408 }
4032 { 4409 else
4033 if (ce == null) 4410 {
4034 return UUID.Zero.ToString(); 4411 if (ce == null)
4412 return UUID.Zero.ToString();
4035 4413
4036 account = ce.account; 4414 account = ce.account;
4037 pinfo = ce.pinfo; 4415 pinfo = ce.pinfo;
4038 } 4416 }
4039 4417
4040 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4418 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4041 {
4042 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4043 if (pinfos != null && pinfos.Length > 0)
4044 { 4419 {
4045 foreach (PresenceInfo p in pinfos) 4420 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4421 if (pinfos != null && pinfos.Length > 0)
4046 { 4422 {
4047 if (p.RegionID != UUID.Zero) 4423 foreach (PresenceInfo p in pinfos)
4048 { 4424 {
4049 pinfo = p; 4425 if (p.RegionID != UUID.Zero)
4426 {
4427 pinfo = p;
4428 }
4050 } 4429 }
4051 } 4430 }
4052 } 4431 else
4053 else 4432 pinfo = null;
4054 pinfo = null;
4055 4433
4056 ce.time = Util.EnvironmentTickCount(); 4434 ce.time = Util.EnvironmentTickCount();
4057 ce.pinfo = pinfo; 4435 ce.pinfo = pinfo;
4058 } 4436 }
4059 4437
4060 string reply = String.Empty; 4438 string reply = String.Empty;
4061 4439
4062 switch (data) 4440 switch (data)
4063 { 4441 {
4064 case 1: // DATA_ONLINE (0|1) 4442 case 1: // DATA_ONLINE (0|1)
4065 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4443 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4066 reply = "1"; 4444 reply = "1";
4067 else 4445 else
4068 reply = "0"; 4446 reply = "0";
4069 break; 4447 break;
4070 case 2: // DATA_NAME (First Last) 4448 case 2: // DATA_NAME (First Last)
4071 reply = account.FirstName + " " + account.LastName; 4449 reply = account.FirstName + " " + account.LastName;
4072 break; 4450 break;
4073 case 3: // DATA_BORN (YYYY-MM-DD) 4451 case 3: // DATA_BORN (YYYY-MM-DD)
4074 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4452 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4075 born = born.AddSeconds(account.Created); 4453 born = born.AddSeconds(account.Created);
4076 reply = born.ToString("yyyy-MM-dd"); 4454 reply = born.ToString("yyyy-MM-dd");
4077 break; 4455 break;
4078 case 4: // DATA_RATING (0,0,0,0,0,0) 4456 case 4: // DATA_RATING (0,0,0,0,0,0)
4079 reply = "0,0,0,0,0,0"; 4457 reply = "0,0,0,0,0,0";
4080 break; 4458 break;
4081 case 7: // DATA_USERLEVEL (integer) 4459 case 8: // DATA_PAYINFO (0|1|2|3)
4082 reply = account.UserLevel.ToString(); 4460 reply = "0";
4083 break; 4461 break;
4084 case 8: // DATA_PAYINFO (0|1|2|3) 4462 default:
4085 reply = "0"; 4463 return UUID.Zero.ToString(); // Raise no event
4086 break; 4464 }
4087 default:
4088 return UUID.Zero.ToString(); // Raise no event
4089 }
4090 4465
4091 UUID rq = UUID.Random(); 4466 UUID rq = UUID.Random();
4092 4467
4093 UUID tid = AsyncCommands. 4468 UUID tid = AsyncCommands.
4094 DataserverPlugin.RegisterRequest(m_host.LocalId, 4469 DataserverPlugin.RegisterRequest(m_host.LocalId,
4095 m_item.ItemID, rq.ToString()); 4470 m_item.ItemID, rq.ToString());
4096 4471
4097 AsyncCommands. 4472 AsyncCommands.
4098 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4473 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4099 4474
4100 ScriptSleep(100); 4475 ScriptSleep(100);
4101 return tid.ToString(); 4476 return tid.ToString();
4477 }
4478 else
4479 {
4480 ShoutError("Invalid UUID passed to llRequestAgentData.");
4481 }
4482 return "";
4102 } 4483 }
4103 4484
4104 public LSL_String llRequestInventoryData(string name) 4485 public LSL_String llRequestInventoryData(string name)
4105 { 4486 {
4106 m_host.AddScriptLPS(1); 4487 m_host.AddScriptLPS(1);
4107 4488
4489 //Clone is thread safe
4108 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4490 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4109 4491
4110 foreach (TaskInventoryItem item in itemDictionary.Values) 4492 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4156,13 +4538,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4156 if (UUID.TryParse(agent, out agentId)) 4538 if (UUID.TryParse(agent, out agentId))
4157 { 4539 {
4158 ScenePresence presence = World.GetScenePresence(agentId); 4540 ScenePresence presence = World.GetScenePresence(agentId);
4159 if (presence != null) 4541 if (presence != null && presence.PresenceType != PresenceType.Npc)
4160 { 4542 {
4543 // agent must not be a god
4544 if (presence.UserLevel >= 200) return;
4545
4161 // agent must be over the owners land 4546 // agent must be over the owners land
4162 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4547 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4163 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4548 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4164 { 4549 {
4165 World.TeleportClientHome(agentId, presence.ControllingClient); 4550 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4551 {
4552 // They can't be teleported home for some reason
4553 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4554 if (regionInfo != null)
4555 {
4556 World.RequestTeleportLocation(
4557 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4558 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4559 }
4560 }
4166 } 4561 }
4167 } 4562 }
4168 } 4563 }
@@ -4274,7 +4669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4274 UUID av = new UUID(); 4669 UUID av = new UUID();
4275 if (!UUID.TryParse(agent,out av)) 4670 if (!UUID.TryParse(agent,out av))
4276 { 4671 {
4277 LSLError("First parameter to llDialog needs to be a key"); 4672 //LSLError("First parameter to llDialog needs to be a key");
4278 return; 4673 return;
4279 } 4674 }
4280 4675
@@ -4306,25 +4701,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4306 public void llCollisionSound(string impact_sound, double impact_volume) 4701 public void llCollisionSound(string impact_sound, double impact_volume)
4307 { 4702 {
4308 m_host.AddScriptLPS(1); 4703 m_host.AddScriptLPS(1);
4309 4704
4705 if(impact_sound == "")
4706 {
4707 m_host.CollisionSoundVolume = (float)impact_volume;
4708 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4709 m_host.CollisionSoundType = 0;
4710 return;
4711 }
4310 // TODO: Parameter check logic required. 4712 // TODO: Parameter check logic required.
4311 UUID soundId = UUID.Zero; 4713 UUID soundId = UUID.Zero;
4312 if (!UUID.TryParse(impact_sound, out soundId)) 4714 if (!UUID.TryParse(impact_sound, out soundId))
4313 { 4715 {
4314 lock (m_host.TaskInventory) 4716 m_host.TaskInventory.LockItemsForRead(true);
4717 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4315 { 4718 {
4316 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4719 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4317 { 4720 {
4318 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4721 soundId = item.AssetID;
4319 { 4722 break;
4320 soundId = item.AssetID;
4321 break;
4322 }
4323 } 4723 }
4324 } 4724 }
4725 m_host.TaskInventory.LockItemsForRead(false);
4325 } 4726 }
4326 m_host.CollisionSound = soundId;
4327 m_host.CollisionSoundVolume = (float)impact_volume; 4727 m_host.CollisionSoundVolume = (float)impact_volume;
4728 m_host.CollisionSound = soundId;
4729 m_host.CollisionSoundType = 1;
4328 } 4730 }
4329 4731
4330 public LSL_String llGetAnimation(string id) 4732 public LSL_String llGetAnimation(string id)
@@ -4338,14 +4740,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4338 4740
4339 if (m_host.RegionHandle == presence.RegionHandle) 4741 if (m_host.RegionHandle == presence.RegionHandle)
4340 { 4742 {
4341 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4342
4343 if (presence != null) 4743 if (presence != null)
4344 { 4744 {
4345 AnimationSet currentAnims = presence.Animator.Animations; 4745 if (presence.SitGround)
4346 string currentAnimationState = String.Empty; 4746 return "Sitting on Ground";
4347 if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) 4747 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4348 return currentAnimationState; 4748 return "Sitting";
4749
4750 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4751 string lslMovementAnimation;
4752
4753 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4754 return lslMovementAnimation;
4349 } 4755 }
4350 } 4756 }
4351 4757
@@ -4361,6 +4767,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4361 UUID partItemID; 4767 UUID partItemID;
4362 foreach (SceneObjectPart part in parts) 4768 foreach (SceneObjectPart part in parts)
4363 { 4769 {
4770 //Clone is thread safe
4364 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4771 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4365 4772
4366 foreach (TaskInventoryItem item in itemsDictionary.Values) 4773 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4494,7 +4901,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4494 { 4901 {
4495 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4902 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4496 float distance_term = distance * distance * distance; // Script Energy 4903 float distance_term = distance * distance * distance; // Script Energy
4497 float pusher_mass = m_host.GetMass(); 4904 // use total object mass and not part
4905 float pusher_mass = m_host.ParentGroup.GetMass();
4498 4906
4499 float PUSH_ATTENUATION_DISTANCE = 17f; 4907 float PUSH_ATTENUATION_DISTANCE = 17f;
4500 float PUSH_ATTENUATION_SCALE = 5f; 4908 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4733,23 +5141,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4733 { 5141 {
4734 m_host.AddScriptLPS(1); 5142 m_host.AddScriptLPS(1);
4735 5143
4736 lock (m_host.TaskInventory) 5144 m_host.TaskInventory.LockItemsForRead(true);
5145 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4737 { 5146 {
4738 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5147 if (inv.Value.Name == name)
4739 { 5148 {
4740 if (inv.Value.Name == name) 5149 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4741 { 5150 {
4742 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5151 m_host.TaskInventory.LockItemsForRead(false);
4743 { 5152 return inv.Value.AssetID.ToString();
4744 return inv.Value.AssetID.ToString(); 5153 }
4745 } 5154 else
4746 else 5155 {
4747 { 5156 m_host.TaskInventory.LockItemsForRead(false);
4748 return UUID.Zero.ToString(); 5157 return UUID.Zero.ToString();
4749 }
4750 } 5158 }
4751 } 5159 }
4752 } 5160 }
5161 m_host.TaskInventory.LockItemsForRead(false);
4753 5162
4754 return UUID.Zero.ToString(); 5163 return UUID.Zero.ToString();
4755 } 5164 }
@@ -4883,7 +5292,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4883 public LSL_Vector llGetCenterOfMass() 5292 public LSL_Vector llGetCenterOfMass()
4884 { 5293 {
4885 m_host.AddScriptLPS(1); 5294 m_host.AddScriptLPS(1);
4886 Vector3 center = m_host.GetGeometricCenter(); 5295 Vector3 center = m_host.GetCenterOfMass();
4887 return new LSL_Vector(center.X,center.Y,center.Z); 5296 return new LSL_Vector(center.X,center.Y,center.Z);
4888 } 5297 }
4889 5298
@@ -4902,14 +5311,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4902 { 5311 {
4903 m_host.AddScriptLPS(1); 5312 m_host.AddScriptLPS(1);
4904 5313
4905 if (src == null) 5314 return src.Length;
4906 {
4907 return 0;
4908 }
4909 else
4910 {
4911 return src.Length;
4912 }
4913 } 5315 }
4914 5316
4915 public LSL_Integer llList2Integer(LSL_List src, int index) 5317 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4955,7 +5357,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4955 else if (src.Data[index] is LSL_Float) 5357 else if (src.Data[index] is LSL_Float)
4956 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5358 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4957 else if (src.Data[index] is LSL_String) 5359 else if (src.Data[index] is LSL_String)
4958 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5360 {
5361 string str = ((LSL_String) src.Data[index]).m_string;
5362 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5363 if (m != Match.Empty)
5364 {
5365 str = m.Value;
5366 double d = 0.0;
5367 if (!Double.TryParse(str, out d))
5368 return 0.0;
5369
5370 return d;
5371 }
5372 return 0.0;
5373 }
4959 return Convert.ToDouble(src.Data[index]); 5374 return Convert.ToDouble(src.Data[index]);
4960 } 5375 }
4961 catch (FormatException) 5376 catch (FormatException)
@@ -5228,7 +5643,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5228 } 5643 }
5229 } 5644 }
5230 } 5645 }
5231 else { 5646 else
5647 {
5232 object[] array = new object[src.Length]; 5648 object[] array = new object[src.Length];
5233 Array.Copy(src.Data, 0, array, 0, src.Length); 5649 Array.Copy(src.Data, 0, array, 0, src.Length);
5234 result = new LSL_List(array); 5650 result = new LSL_List(array);
@@ -5335,7 +5751,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5335 public LSL_Integer llGetRegionAgentCount() 5751 public LSL_Integer llGetRegionAgentCount()
5336 { 5752 {
5337 m_host.AddScriptLPS(1); 5753 m_host.AddScriptLPS(1);
5338 return new LSL_Integer(World.GetRootAgentCount()); 5754
5755 int count = 0;
5756 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5757 count++;
5758 });
5759
5760 return new LSL_Integer(count);
5339 } 5761 }
5340 5762
5341 public LSL_Vector llGetRegionCorner() 5763 public LSL_Vector llGetRegionCorner()
@@ -5615,6 +6037,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5615 flags |= ScriptBaseClass.AGENT_SITTING; 6037 flags |= ScriptBaseClass.AGENT_SITTING;
5616 } 6038 }
5617 6039
6040 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6041 {
6042 flags |= ScriptBaseClass.AGENT_MALE;
6043 }
6044
5618 return flags; 6045 return flags;
5619 } 6046 }
5620 6047
@@ -5761,10 +6188,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5761 m_host.AddScriptLPS(1); 6188 m_host.AddScriptLPS(1);
5762 6189
5763 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6190 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5764 6191 if (parts.Count > 0)
5765 foreach (var part in parts)
5766 { 6192 {
5767 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6193 try
6194 {
6195 parts[0].ParentGroup.areUpdatesSuspended = true;
6196 foreach (var part in parts)
6197 {
6198 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6199 }
6200 }
6201 finally
6202 {
6203 parts[0].ParentGroup.areUpdatesSuspended = false;
6204 }
5768 } 6205 }
5769 } 6206 }
5770 6207
@@ -5816,13 +6253,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5816 6253
5817 if (m_host.OwnerID == land.LandData.OwnerID) 6254 if (m_host.OwnerID == land.LandData.OwnerID)
5818 { 6255 {
5819 World.TeleportClientHome(agentID, presence.ControllingClient); 6256 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6257 presence.TeleportWithMomentum(pos, null);
6258 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5820 } 6259 }
5821 } 6260 }
5822 } 6261 }
5823 ScriptSleep(5000); 6262 ScriptSleep(5000);
5824 } 6263 }
5825 6264
6265 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6266 {
6267 return ParseString2List(str, separators, in_spacers, false);
6268 }
6269
5826 public LSL_Integer llOverMyLand(string id) 6270 public LSL_Integer llOverMyLand(string id)
5827 { 6271 {
5828 m_host.AddScriptLPS(1); 6272 m_host.AddScriptLPS(1);
@@ -5887,8 +6331,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5887 UUID agentId = new UUID(); 6331 UUID agentId = new UUID();
5888 if (!UUID.TryParse(agent, out agentId)) 6332 if (!UUID.TryParse(agent, out agentId))
5889 return new LSL_Integer(0); 6333 return new LSL_Integer(0);
6334 if (agentId == m_host.GroupID)
6335 return new LSL_Integer(1);
5890 ScenePresence presence = World.GetScenePresence(agentId); 6336 ScenePresence presence = World.GetScenePresence(agentId);
5891 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6337 if (presence == null || presence.IsChildAgent) // Return false for child agents
5892 return new LSL_Integer(0); 6338 return new LSL_Integer(0);
5893 IClientAPI client = presence.ControllingClient; 6339 IClientAPI client = presence.ControllingClient;
5894 if (m_host.GroupID == client.ActiveGroupId) 6340 if (m_host.GroupID == client.ActiveGroupId)
@@ -6023,7 +6469,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6023 return m_host.ParentGroup.AttachmentPoint; 6469 return m_host.ParentGroup.AttachmentPoint;
6024 } 6470 }
6025 6471
6026 public LSL_Integer llGetFreeMemory() 6472 public virtual LSL_Integer llGetFreeMemory()
6027 { 6473 {
6028 m_host.AddScriptLPS(1); 6474 m_host.AddScriptLPS(1);
6029 // Make scripts designed for LSO happy 6475 // Make scripts designed for LSO happy
@@ -6140,7 +6586,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6140 SetParticleSystem(m_host, rules); 6586 SetParticleSystem(m_host, rules);
6141 } 6587 }
6142 6588
6143 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6589 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6590 {
6144 6591
6145 6592
6146 if (rules.Length == 0) 6593 if (rules.Length == 0)
@@ -6334,14 +6781,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6334 6781
6335 protected UUID GetTaskInventoryItem(string name) 6782 protected UUID GetTaskInventoryItem(string name)
6336 { 6783 {
6337 lock (m_host.TaskInventory) 6784 m_host.TaskInventory.LockItemsForRead(true);
6785 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6338 { 6786 {
6339 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6787 if (inv.Value.Name == name)
6340 { 6788 {
6341 if (inv.Value.Name == name) 6789 m_host.TaskInventory.LockItemsForRead(false);
6342 return inv.Key; 6790 return inv.Key;
6343 } 6791 }
6344 } 6792 }
6793 m_host.TaskInventory.LockItemsForRead(false);
6345 6794
6346 return UUID.Zero; 6795 return UUID.Zero;
6347 } 6796 }
@@ -6379,16 +6828,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6379 if (folderID == UUID.Zero) 6828 if (folderID == UUID.Zero)
6380 return; 6829 return;
6381 6830
6382 byte[] bucket = new byte[17]; 6831 byte[] bucket = new byte[1];
6383 bucket[0] = (byte)AssetType.Folder; 6832 bucket[0] = (byte)AssetType.Folder;
6384 byte[] objBytes = folderID.GetBytes(); 6833 //byte[] objBytes = folderID.GetBytes();
6385 Array.Copy(objBytes, 0, bucket, 1, 16); 6834 //Array.Copy(objBytes, 0, bucket, 1, 16);
6386 6835
6387 GridInstantMessage msg = new GridInstantMessage(World, 6836 GridInstantMessage msg = new GridInstantMessage(World,
6388 m_host.UUID, m_host.Name+", an object owned by "+ 6837 m_host.OwnerID, m_host.Name, destID,
6389 resolveName(m_host.OwnerID)+",", destID, 6838 (byte)InstantMessageDialog.TaskInventoryOffered,
6390 (byte)InstantMessageDialog.InventoryOffered, 6839 false, category+". "+m_host.Name+" is located at "+
6391 false, category+"\n"+m_host.Name+" is located at "+
6392 World.RegionInfo.RegionName+" "+ 6840 World.RegionInfo.RegionName+" "+
6393 m_host.AbsolutePosition.ToString(), 6841 m_host.AbsolutePosition.ToString(),
6394 folderID, true, m_host.AbsolutePosition, 6842 folderID, true, m_host.AbsolutePosition,
@@ -6626,13 +7074,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6626 UUID av = new UUID(); 7074 UUID av = new UUID();
6627 if (!UUID.TryParse(avatar,out av)) 7075 if (!UUID.TryParse(avatar,out av))
6628 { 7076 {
6629 LSLError("First parameter to llDialog needs to be a key"); 7077 //LSLError("First parameter to llDialog needs to be a key");
6630 return; 7078 return;
6631 } 7079 }
6632 if (buttons.Length < 1) 7080 if (buttons.Length < 1)
6633 { 7081 {
6634 LSLError("No less than 1 button can be shown"); 7082 buttons.Add("OK");
6635 return;
6636 } 7083 }
6637 if (buttons.Length > 12) 7084 if (buttons.Length > 12)
6638 { 7085 {
@@ -6649,7 +7096,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6649 } 7096 }
6650 if (buttons.Data[i].ToString().Length > 24) 7097 if (buttons.Data[i].ToString().Length > 24)
6651 { 7098 {
6652 LSLError("button label cannot be longer than 24 characters"); 7099 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6653 return; 7100 return;
6654 } 7101 }
6655 buts[i] = buttons.Data[i].ToString(); 7102 buts[i] = buttons.Data[i].ToString();
@@ -6708,22 +7155,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6708 } 7155 }
6709 7156
6710 // copy the first script found with this inventory name 7157 // copy the first script found with this inventory name
6711 lock (m_host.TaskInventory) 7158 TaskInventoryItem scriptItem = null;
7159 m_host.TaskInventory.LockItemsForRead(true);
7160 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6712 { 7161 {
6713 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7162 if (inv.Value.Name == name)
6714 { 7163 {
6715 if (inv.Value.Name == name) 7164 // make sure the object is a script
7165 if (10 == inv.Value.Type)
6716 { 7166 {
6717 // make sure the object is a script 7167 found = true;
6718 if (10 == inv.Value.Type) 7168 srcId = inv.Key;
6719 { 7169 scriptItem = inv.Value;
6720 found = true; 7170 break;
6721 srcId = inv.Key;
6722 break;
6723 }
6724 } 7171 }
6725 } 7172 }
6726 } 7173 }
7174 m_host.TaskInventory.LockItemsForRead(false);
6727 7175
6728 if (!found) 7176 if (!found)
6729 { 7177 {
@@ -6731,9 +7179,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6731 return; 7179 return;
6732 } 7180 }
6733 7181
6734 // the rest of the permission checks are done in RezScript, so check the pin there as well 7182 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6735 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7183 if (dest != null)
7184 {
7185 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7186 {
7187 // the rest of the permission checks are done in RezScript, so check the pin there as well
7188 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6736 7189
7190 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7191 m_host.Inventory.RemoveInventoryItem(srcId);
7192 }
7193 }
6737 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7194 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6738 ScriptSleep(3000); 7195 ScriptSleep(3000);
6739 } 7196 }
@@ -6796,19 +7253,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6796 public LSL_String llMD5String(string src, int nonce) 7253 public LSL_String llMD5String(string src, int nonce)
6797 { 7254 {
6798 m_host.AddScriptLPS(1); 7255 m_host.AddScriptLPS(1);
6799 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7256 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6800 } 7257 }
6801 7258
6802 public LSL_String llSHA1String(string src) 7259 public LSL_String llSHA1String(string src)
6803 { 7260 {
6804 m_host.AddScriptLPS(1); 7261 m_host.AddScriptLPS(1);
6805 return Util.SHA1Hash(src).ToLower(); 7262 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6806 } 7263 }
6807 7264
6808 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7265 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6809 { 7266 {
6810 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7267 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6811 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7268 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7269 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7270 return shapeBlock;
6812 7271
6813 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7272 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6814 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7273 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6913,6 +7372,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6913 // Prim type box, cylinder and prism. 7372 // Prim type box, cylinder and prism.
6914 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) 7373 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)
6915 { 7374 {
7375 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7376 return;
7377
6916 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7378 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6917 ObjectShapePacket.ObjectDataBlock shapeBlock; 7379 ObjectShapePacket.ObjectDataBlock shapeBlock;
6918 7380
@@ -6966,6 +7428,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6966 // Prim type sphere. 7428 // Prim type sphere.
6967 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7429 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6968 { 7430 {
7431 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7432 return;
7433
6969 ObjectShapePacket.ObjectDataBlock shapeBlock; 7434 ObjectShapePacket.ObjectDataBlock shapeBlock;
6970 7435
6971 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7436 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7007,6 +7472,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7007 // Prim type torus, tube and ring. 7472 // Prim type torus, tube and ring.
7008 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) 7473 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)
7009 { 7474 {
7475 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7476 return;
7477
7010 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7478 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
7011 ObjectShapePacket.ObjectDataBlock shapeBlock; 7479 ObjectShapePacket.ObjectDataBlock shapeBlock;
7012 7480
@@ -7142,6 +7610,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7142 // Prim type sculpt. 7610 // Prim type sculpt.
7143 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7611 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7144 { 7612 {
7613 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7614 return;
7615
7145 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7616 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7146 UUID sculptId; 7617 UUID sculptId;
7147 7618
@@ -7166,7 +7637,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7166 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7637 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7167 { 7638 {
7168 // default 7639 // default
7169 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7640 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7170 } 7641 }
7171 7642
7172 part.Shape.SetSculptProperties((byte)type, sculptId); 7643 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7182,32 +7653,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7182 ScriptSleep(200); 7653 ScriptSleep(200);
7183 } 7654 }
7184 7655
7185 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7656 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7186 { 7657 {
7187 m_host.AddScriptLPS(1); 7658 m_host.AddScriptLPS(1);
7188 7659
7189 setLinkPrimParams(linknumber, rules); 7660 setLinkPrimParams(linknumber, rules);
7661 }
7190 7662
7191 ScriptSleep(200); 7663 private void setLinkPrimParams(int linknumber, LSL_List rules)
7664 {
7665 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7666 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7667 if (parts.Count>0)
7668 {
7669 try
7670 {
7671 parts[0].ParentGroup.areUpdatesSuspended = true;
7672 foreach (SceneObjectPart part in parts)
7673 SetPrimParams(part, rules);
7674 }
7675 finally
7676 {
7677 parts[0].ParentGroup.areUpdatesSuspended = false;
7678 }
7679 }
7680 if (avatars.Count > 0)
7681 {
7682 foreach (ScenePresence avatar in avatars)
7683 SetPrimParams(avatar, rules);
7684 }
7192 } 7685 }
7193 7686
7194 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7687 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7688 float material_density, float material_friction,
7689 float material_restitution, float material_gravity_modifier)
7195 { 7690 {
7196 m_host.AddScriptLPS(1); 7691 ExtraPhysicsData physdata = new ExtraPhysicsData();
7692 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7693 physdata.Density = part.Density;
7694 physdata.Friction = part.Friction;
7695 physdata.Bounce = part.Bounciness;
7696 physdata.GravitationModifier = part.GravityModifier;
7197 7697
7198 setLinkPrimParams(linknumber, rules); 7698 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7699 physdata.Density = material_density;
7700 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7701 physdata.Friction = material_friction;
7702 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7703 physdata.Bounce = material_restitution;
7704 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7705 physdata.GravitationModifier = material_gravity_modifier;
7706
7707 part.UpdateExtraPhysics(physdata);
7199 } 7708 }
7200 7709
7201 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7710 public void llSetPhysicsMaterial(int material_bits,
7711 float material_gravity_modifier, float material_restitution,
7712 float material_friction, float material_density)
7202 { 7713 {
7203 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7714 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7715 }
7204 7716
7205 foreach (SceneObjectPart part in parts) 7717 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7206 SetPrimParams(part, rules); 7718 {
7719 llSetLinkPrimitiveParamsFast(linknumber, rules);
7720 ScriptSleep(200);
7721 }
7722
7723 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7724 {
7725 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7726 //We only support PRIM_POSITION and PRIM_ROTATION
7727
7728 int idx = 0;
7729
7730 while (idx < rules.Length)
7731 {
7732 int code = rules.GetLSLIntegerItem(idx++);
7733
7734 int remain = rules.Length - idx;
7735
7736 switch (code)
7737 {
7738 case (int)ScriptBaseClass.PRIM_POSITION:
7739 {
7740 if (remain < 1)
7741 return;
7742 LSL_Vector v;
7743 v = rules.GetVector3Item(idx++);
7744
7745 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7746 if (part == null)
7747 break;
7748
7749 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7750 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7751 if (llGetLinkNumber() > 1)
7752 {
7753 localRot = llGetLocalRot();
7754 localPos = llGetLocalPos();
7755 }
7756
7757 v -= localPos;
7758 v /= localRot;
7759
7760 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7761
7762 v = v + 2 * sitOffset;
7763
7764 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7765 av.SendAvatarDataToAllAgents();
7766
7767 }
7768 break;
7769
7770 case (int)ScriptBaseClass.PRIM_ROTATION:
7771 {
7772 if (remain < 1)
7773 return;
7774
7775 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7776 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7777 if (llGetLinkNumber() > 1)
7778 {
7779 localRot = llGetLocalRot();
7780 localPos = llGetLocalPos();
7781 }
7782
7783 LSL_Rotation r;
7784 r = rules.GetQuaternionItem(idx++);
7785 r = r * llGetRootRotation() / localRot;
7786 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7787 av.SendAvatarDataToAllAgents();
7788 }
7789 break;
7790 }
7791 }
7207 } 7792 }
7208 7793
7209 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7794 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7210 { 7795 {
7796 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7797 return;
7798
7211 int idx = 0; 7799 int idx = 0;
7212 7800
7213 bool positionChanged = false; 7801 bool positionChanged = false;
@@ -7529,6 +8117,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7529 part.ScriptSetPhysicsStatus(physics); 8117 part.ScriptSetPhysicsStatus(physics);
7530 break; 8118 break;
7531 8119
8120 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8121 if (remain < 1)
8122 return;
8123
8124 int shape_type = rules.GetLSLIntegerItem(idx++);
8125
8126 ExtraPhysicsData physdata = new ExtraPhysicsData();
8127 physdata.Density = part.Density;
8128 physdata.Bounce = part.Bounciness;
8129 physdata.GravitationModifier = part.GravityModifier;
8130 physdata.PhysShapeType = (PhysShapeType)shape_type;
8131
8132 part.UpdateExtraPhysics(physdata);
8133
8134 break;
8135
8136 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8137 if (remain < 5)
8138 return;
8139
8140 int material_bits = rules.GetLSLIntegerItem(idx++);
8141 float material_density = (float)rules.GetLSLFloatItem(idx++);
8142 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8143 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8144 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8145
8146 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8147
8148 break;
8149
7532 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8150 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7533 if (remain < 1) 8151 if (remain < 1)
7534 return; 8152 return;
@@ -7602,7 +8220,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7602 if (part.ParentGroup.RootPart == part) 8220 if (part.ParentGroup.RootPart == part)
7603 { 8221 {
7604 SceneObjectGroup parent = part.ParentGroup; 8222 SceneObjectGroup parent = part.ParentGroup;
7605 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8223 Util.FireAndForget(delegate(object x) {
8224 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8225 });
7606 } 8226 }
7607 else 8227 else
7608 { 8228 {
@@ -7613,6 +8233,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7613 } 8233 }
7614 } 8234 }
7615 } 8235 }
8236
8237 if (positionChanged)
8238 {
8239 if (part.ParentGroup.RootPart == part)
8240 {
8241 SceneObjectGroup parent = part.ParentGroup;
8242 Util.FireAndForget(delegate(object x) {
8243 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8244 });
8245 }
8246 else
8247 {
8248 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8249 SceneObjectGroup parent = part.ParentGroup;
8250 parent.HasGroupChanged = true;
8251 parent.ScheduleGroupForTerseUpdate();
8252 }
8253 }
7616 } 8254 }
7617 8255
7618 public LSL_String llStringToBase64(string str) 8256 public LSL_String llStringToBase64(string str)
@@ -7773,13 +8411,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7773 public LSL_Integer llGetNumberOfPrims() 8411 public LSL_Integer llGetNumberOfPrims()
7774 { 8412 {
7775 m_host.AddScriptLPS(1); 8413 m_host.AddScriptLPS(1);
7776 int avatarCount = 0; 8414 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7777 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8415
7778 {
7779 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7780 avatarCount++;
7781 });
7782
7783 return m_host.ParentGroup.PrimCount + avatarCount; 8416 return m_host.ParentGroup.PrimCount + avatarCount;
7784 } 8417 }
7785 8418
@@ -7795,55 +8428,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7795 m_host.AddScriptLPS(1); 8428 m_host.AddScriptLPS(1);
7796 UUID objID = UUID.Zero; 8429 UUID objID = UUID.Zero;
7797 LSL_List result = new LSL_List(); 8430 LSL_List result = new LSL_List();
8431
8432 // If the ID is not valid, return null result
7798 if (!UUID.TryParse(obj, out objID)) 8433 if (!UUID.TryParse(obj, out objID))
7799 { 8434 {
7800 result.Add(new LSL_Vector()); 8435 result.Add(new LSL_Vector());
7801 result.Add(new LSL_Vector()); 8436 result.Add(new LSL_Vector());
7802 return result; 8437 return result;
7803 } 8438 }
8439
8440 // Check if this is an attached prim. If so, replace
8441 // the UUID with the avatar UUID and report it's bounding box
8442 SceneObjectPart part = World.GetSceneObjectPart(objID);
8443 if (part != null && part.ParentGroup.IsAttachment)
8444 objID = part.ParentGroup.AttachedAvatar;
8445
8446 // Find out if this is an avatar ID. If so, return it's box
7804 ScenePresence presence = World.GetScenePresence(objID); 8447 ScenePresence presence = World.GetScenePresence(objID);
7805 if (presence != null) 8448 if (presence != null)
7806 { 8449 {
7807 if (presence.ParentID == 0) // not sat on an object 8450 // As per LSL Wiki, there is no difference between sitting
8451 // and standing avatar since server 1.36
8452 LSL_Vector lower;
8453 LSL_Vector upper;
8454 if (presence.Animator.Animations.DefaultAnimation.AnimID
8455 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7808 { 8456 {
7809 LSL_Vector lower; 8457 // This is for ground sitting avatars
7810 LSL_Vector upper; 8458 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7811 if (presence.Animator.Animations.DefaultAnimation.AnimID 8459 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7812 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8460 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7813 {
7814 // This is for ground sitting avatars
7815 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7816 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7817 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7818 }
7819 else
7820 {
7821 // This is for standing/flying avatars
7822 float height = presence.Appearance.AvatarHeight / 2.0f;
7823 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7824 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7825 }
7826 result.Add(lower);
7827 result.Add(upper);
7828 return result;
7829 } 8461 }
7830 else 8462 else
7831 { 8463 {
7832 // sitting on an object so we need the bounding box of that 8464 // This is for standing/flying avatars
7833 // which should include the avatar so set the UUID to the 8465 float height = presence.Appearance.AvatarHeight / 2.0f;
7834 // UUID of the object the avatar is sat on and allow it to fall through 8466 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7835 // to processing an object 8467 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7836 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7837 objID = p.UUID;
7838 } 8468 }
8469
8470 // Adjust to the documented error offsets (see LSL Wiki)
8471 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8472 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8473
8474 if (lower.x > upper.x)
8475 lower.x = upper.x;
8476 if (lower.y > upper.y)
8477 lower.y = upper.y;
8478 if (lower.z > upper.z)
8479 lower.z = upper.z;
8480
8481 result.Add(lower);
8482 result.Add(upper);
8483 return result;
7839 } 8484 }
7840 SceneObjectPart part = World.GetSceneObjectPart(objID); 8485
8486 part = World.GetSceneObjectPart(objID);
7841 // Currently only works for single prims without a sitting avatar 8487 // Currently only works for single prims without a sitting avatar
7842 if (part != null) 8488 if (part != null)
7843 { 8489 {
7844 Vector3 halfSize = part.Scale / 2.0f; 8490 float minX;
7845 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8491 float maxX;
7846 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8492 float minY;
8493 float maxY;
8494 float minZ;
8495 float maxZ;
8496
8497 // This BBox is in sim coordinates, with the offset being
8498 // a contained point.
8499 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8500 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8501
8502 minX -= offsets[0].X;
8503 maxX -= offsets[0].X;
8504 minY -= offsets[0].Y;
8505 maxY -= offsets[0].Y;
8506 minZ -= offsets[0].Z;
8507 maxZ -= offsets[0].Z;
8508
8509 LSL_Vector lower;
8510 LSL_Vector upper;
8511
8512 // Adjust to the documented error offsets (see LSL Wiki)
8513 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8514 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8515
8516 if (lower.x > upper.x)
8517 lower.x = upper.x;
8518 if (lower.y > upper.y)
8519 lower.y = upper.y;
8520 if (lower.z > upper.z)
8521 lower.z = upper.z;
8522
7847 result.Add(lower); 8523 result.Add(lower);
7848 result.Add(upper); 8524 result.Add(upper);
7849 return result; 8525 return result;
@@ -7857,7 +8533,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7857 8533
7858 public LSL_Vector llGetGeometricCenter() 8534 public LSL_Vector llGetGeometricCenter()
7859 { 8535 {
7860 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8536 Vector3 tmp = m_host.GetGeometricCenter();
8537 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7861 } 8538 }
7862 8539
7863 public LSL_List llGetPrimitiveParams(LSL_List rules) 8540 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7923,13 +8600,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7923 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8600 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7924 part.AbsolutePosition.Y, 8601 part.AbsolutePosition.Y,
7925 part.AbsolutePosition.Z); 8602 part.AbsolutePosition.Z);
7926 // For some reason, the part.AbsolutePosition.* values do not change if the
7927 // linkset is rotated; they always reflect the child prim's world position
7928 // as though the linkset is unrotated. This is incompatible behavior with SL's
7929 // implementation, so will break scripts imported from there (not to mention it
7930 // makes it more difficult to determine a child prim's actual inworld position).
7931 if (part.ParentID != 0)
7932 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7933 res.Add(v); 8603 res.Add(v);
7934 break; 8604 break;
7935 8605
@@ -8100,56 +8770,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8100 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8770 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8101 if (remain < 1) 8771 if (remain < 1)
8102 return res; 8772 return res;
8103 8773 face = (int)rules.GetLSLIntegerItem(idx++);
8104 face=(int)rules.GetLSLIntegerItem(idx++);
8105 8774
8106 tex = part.Shape.Textures; 8775 tex = part.Shape.Textures;
8776 int shiny;
8107 if (face == ScriptBaseClass.ALL_SIDES) 8777 if (face == ScriptBaseClass.ALL_SIDES)
8108 { 8778 {
8109 for (face = 0; face < GetNumberOfSides(part); face++) 8779 for (face = 0; face < GetNumberOfSides(part); face++)
8110 { 8780 {
8111 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8781 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8112 // Convert Shininess to PRIM_SHINY_* 8782 if (shinyness == Shininess.High)
8113 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8783 {
8114 // PRIM_BUMP_* 8784 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8115 res.Add(new LSL_Integer((int)texface.Bump)); 8785 }
8786 else if (shinyness == Shininess.Medium)
8787 {
8788 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8789 }
8790 else if (shinyness == Shininess.Low)
8791 {
8792 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8793 }
8794 else
8795 {
8796 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8797 }
8798 res.Add(new LSL_Integer(shiny));
8799 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8116 } 8800 }
8117 } 8801 }
8118 else 8802 else
8119 { 8803 {
8120 if (face >= 0 && face < GetNumberOfSides(part)) 8804 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8805 if (shinyness == Shininess.High)
8121 { 8806 {
8122 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8807 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8123 // Convert Shininess to PRIM_SHINY_* 8808 }
8124 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8809 else if (shinyness == Shininess.Medium)
8125 // PRIM_BUMP_* 8810 {
8126 res.Add(new LSL_Integer((int)texface.Bump)); 8811 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8127 } 8812 }
8813 else if (shinyness == Shininess.Low)
8814 {
8815 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8816 }
8817 else
8818 {
8819 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8820 }
8821 res.Add(new LSL_Integer(shiny));
8822 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8128 } 8823 }
8129 break; 8824 break;
8130 8825
8131 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8826 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8132 if (remain < 1) 8827 if (remain < 1)
8133 return res; 8828 return res;
8134 8829 face = (int)rules.GetLSLIntegerItem(idx++);
8135 face=(int)rules.GetLSLIntegerItem(idx++);
8136 8830
8137 tex = part.Shape.Textures; 8831 tex = part.Shape.Textures;
8832 int fullbright;
8138 if (face == ScriptBaseClass.ALL_SIDES) 8833 if (face == ScriptBaseClass.ALL_SIDES)
8139 { 8834 {
8140 for (face = 0; face < GetNumberOfSides(part); face++) 8835 for (face = 0; face < GetNumberOfSides(part); face++)
8141 { 8836 {
8142 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8837 if (tex.GetFace((uint)face).Fullbright == true)
8143 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8838 {
8839 fullbright = ScriptBaseClass.TRUE;
8840 }
8841 else
8842 {
8843 fullbright = ScriptBaseClass.FALSE;
8844 }
8845 res.Add(new LSL_Integer(fullbright));
8144 } 8846 }
8145 } 8847 }
8146 else 8848 else
8147 { 8849 {
8148 if (face >= 0 && face < GetNumberOfSides(part)) 8850 if (tex.GetFace((uint)face).Fullbright == true)
8149 { 8851 {
8150 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8852 fullbright = ScriptBaseClass.TRUE;
8151 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8152 } 8853 }
8854 else
8855 {
8856 fullbright = ScriptBaseClass.FALSE;
8857 }
8858 res.Add(new LSL_Integer(fullbright));
8153 } 8859 }
8154 break; 8860 break;
8155 8861
@@ -8171,27 +8877,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8171 break; 8877 break;
8172 8878
8173 case (int)ScriptBaseClass.PRIM_TEXGEN: 8879 case (int)ScriptBaseClass.PRIM_TEXGEN:
8880 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8174 if (remain < 1) 8881 if (remain < 1)
8175 return res; 8882 return res;
8176 8883 face = (int)rules.GetLSLIntegerItem(idx++);
8177 face=(int)rules.GetLSLIntegerItem(idx++);
8178 8884
8179 tex = part.Shape.Textures; 8885 tex = part.Shape.Textures;
8180 if (face == ScriptBaseClass.ALL_SIDES) 8886 if (face == ScriptBaseClass.ALL_SIDES)
8181 { 8887 {
8182 for (face = 0; face < GetNumberOfSides(part); face++) 8888 for (face = 0; face < GetNumberOfSides(part); face++)
8183 { 8889 {
8184 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8890 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8185 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8891 {
8186 res.Add(new LSL_Integer((uint)texgen >> 1)); 8892 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8893 }
8894 else
8895 {
8896 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8897 }
8187 } 8898 }
8188 } 8899 }
8189 else 8900 else
8190 { 8901 {
8191 if (face >= 0 && face < GetNumberOfSides(part)) 8902 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8903 {
8904 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8905 }
8906 else
8192 { 8907 {
8193 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8908 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8194 res.Add(new LSL_Integer((uint)texgen >> 1));
8195 } 8909 }
8196 } 8910 }
8197 break; 8911 break;
@@ -8214,28 +8928,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8214 case (int)ScriptBaseClass.PRIM_GLOW: 8928 case (int)ScriptBaseClass.PRIM_GLOW:
8215 if (remain < 1) 8929 if (remain < 1)
8216 return res; 8930 return res;
8217 8931 face = (int)rules.GetLSLIntegerItem(idx++);
8218 face=(int)rules.GetLSLIntegerItem(idx++);
8219 8932
8220 tex = part.Shape.Textures; 8933 tex = part.Shape.Textures;
8934 float primglow;
8221 if (face == ScriptBaseClass.ALL_SIDES) 8935 if (face == ScriptBaseClass.ALL_SIDES)
8222 { 8936 {
8223 for (face = 0; face < GetNumberOfSides(part); face++) 8937 for (face = 0; face < GetNumberOfSides(part); face++)
8224 { 8938 {
8225 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8939 primglow = tex.GetFace((uint)face).Glow;
8226 res.Add(new LSL_Float(texface.Glow)); 8940 res.Add(new LSL_Float(primglow));
8227 } 8941 }
8228 } 8942 }
8229 else 8943 else
8230 { 8944 {
8231 if (face >= 0 && face < GetNumberOfSides(part)) 8945 primglow = tex.GetFace((uint)face).Glow;
8232 { 8946 res.Add(new LSL_Float(primglow));
8233 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8234 res.Add(new LSL_Float(texface.Glow));
8235 }
8236 } 8947 }
8237 break; 8948 break;
8238
8239 case (int)ScriptBaseClass.PRIM_TEXT: 8949 case (int)ScriptBaseClass.PRIM_TEXT:
8240 Color4 textColor = part.GetTextColor(); 8950 Color4 textColor = part.GetTextColor();
8241 res.Add(new LSL_String(part.Text)); 8951 res.Add(new LSL_String(part.Text));
@@ -8848,8 +9558,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8848 // The function returns an ordered list 9558 // The function returns an ordered list
8849 // representing the tokens found in the supplied 9559 // representing the tokens found in the supplied
8850 // sources string. If two successive tokenizers 9560 // sources string. If two successive tokenizers
8851 // are encountered, then a NULL entry is added 9561 // are encountered, then a null-string entry is
8852 // to the list. 9562 // added to the list.
8853 // 9563 //
8854 // It is a precondition that the source and 9564 // It is a precondition that the source and
8855 // toekizer lisst are non-null. If they are null, 9565 // toekizer lisst are non-null. If they are null,
@@ -8857,7 +9567,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8857 // while their lengths are being determined. 9567 // while their lengths are being determined.
8858 // 9568 //
8859 // A small amount of working memoryis required 9569 // A small amount of working memoryis required
8860 // of approximately 8*#tokenizers. 9570 // of approximately 8*#tokenizers + 8*srcstrlen.
8861 // 9571 //
8862 // There are many ways in which this function 9572 // There are many ways in which this function
8863 // can be implemented, this implementation is 9573 // can be implemented, this implementation is
@@ -8873,155 +9583,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8873 // and eliminates redundant tokenizers as soon 9583 // and eliminates redundant tokenizers as soon
8874 // as is possible. 9584 // as is possible.
8875 // 9585 //
8876 // The implementation tries to avoid any copying 9586 // The implementation tries to minimize temporary
8877 // of arrays or other objects. 9587 // garbage generation.
8878 // </remarks> 9588 // </remarks>
8879 9589
8880 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9590 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8881 { 9591 {
8882 int beginning = 0; 9592 return ParseString2List(src, separators, spacers, true);
8883 int srclen = src.Length; 9593 }
8884 int seplen = separators.Length;
8885 object[] separray = separators.Data;
8886 int spclen = spacers.Length;
8887 object[] spcarray = spacers.Data;
8888 int mlen = seplen+spclen;
8889
8890 int[] offset = new int[mlen+1];
8891 bool[] active = new bool[mlen];
8892
8893 int best;
8894 int j;
8895
8896 // Initial capacity reduces resize cost
8897 9594
8898 LSL_List tokens = new LSL_List(); 9595 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9596 {
9597 int srclen = src.Length;
9598 int seplen = separators.Length;
9599 object[] separray = separators.Data;
9600 int spclen = spacers.Length;
9601 object[] spcarray = spacers.Data;
9602 int dellen = 0;
9603 string[] delarray = new string[seplen+spclen];
8899 9604
8900 // All entries are initially valid 9605 int outlen = 0;
9606 string[] outarray = new string[srclen*2+1];
8901 9607
8902 for (int i = 0; i < mlen; i++) 9608 int i, j;
8903 active[i] = true; 9609 string d;
8904 9610
8905 offset[mlen] = srclen; 9611 m_host.AddScriptLPS(1);
8906 9612
8907 while (beginning < srclen) 9613 /*
9614 * Convert separator and spacer lists to C# strings.
9615 * Also filter out null strings so we don't hang.
9616 */
9617 for (i = 0; i < seplen; i ++)
8908 { 9618 {
9619 d = separray[i].ToString();
9620 if (d.Length > 0)
9621 {
9622 delarray[dellen++] = d;
9623 }
9624 }
9625 seplen = dellen;
8909 9626
8910 best = mlen; // as bad as it gets 9627 for (i = 0; i < spclen; i ++)
9628 {
9629 d = spcarray[i].ToString();
9630 if (d.Length > 0)
9631 {
9632 delarray[dellen++] = d;
9633 }
9634 }
8911 9635
8912 // Scan for separators 9636 /*
9637 * Scan through source string from beginning to end.
9638 */
9639 for (i = 0;;)
9640 {
8913 9641
8914 for (j = 0; j < seplen; j++) 9642 /*
9643 * Find earliest delimeter in src starting at i (if any).
9644 */
9645 int earliestDel = -1;
9646 int earliestSrc = srclen;
9647 string earliestStr = null;
9648 for (j = 0; j < dellen; j ++)
8915 { 9649 {
8916 if (separray[j].ToString() == String.Empty) 9650 d = delarray[j];
8917 active[j] = false; 9651 if (d != null)
8918
8919 if (active[j])
8920 { 9652 {
8921 // scan all of the markers 9653 int index = src.IndexOf(d, i);
8922 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9654 if (index < 0)
8923 { 9655 {
8924 // not present at all 9656 delarray[j] = null; // delim nowhere in src, don't check it anymore
8925 active[j] = false;
8926 } 9657 }
8927 else 9658 else if (index < earliestSrc)
8928 { 9659 {
8929 // present and correct 9660 earliestSrc = index; // where delimeter starts in source string
8930 if (offset[j] < offset[best]) 9661 earliestDel = j; // where delimeter is in delarray[]
8931 { 9662 earliestStr = d; // the delimeter string from delarray[]
8932 // closest so far 9663 if (index == i) break; // can't do any better than found at beg of string
8933 best = j;
8934 if (offset[best] == beginning)
8935 break;
8936 }
8937 } 9664 }
8938 } 9665 }
8939 } 9666 }
8940 9667
8941 // Scan for spacers 9668 /*
8942 9669 * Output source string starting at i through start of earliest delimeter.
8943 if (offset[best] != beginning) 9670 */
9671 if (keepNulls || (earliestSrc > i))
8944 { 9672 {
8945 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9673 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8946 {
8947 if (spcarray[j-seplen].ToString() == String.Empty)
8948 active[j] = false;
8949
8950 if (active[j])
8951 {
8952 // scan all of the markers
8953 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8954 {
8955 // not present at all
8956 active[j] = false;
8957 }
8958 else
8959 {
8960 // present and correct
8961 if (offset[j] < offset[best])
8962 {
8963 // closest so far
8964 best = j;
8965 }
8966 }
8967 }
8968 }
8969 } 9674 }
8970 9675
8971 // This is the normal exit from the scanning loop 9676 /*
9677 * If no delimeter found at or after i, we're done scanning.
9678 */
9679 if (earliestDel < 0) break;
8972 9680
8973 if (best == mlen) 9681 /*
9682 * If delimeter was a spacer, output the spacer.
9683 */
9684 if (earliestDel >= seplen)
8974 { 9685 {
8975 // no markers were found on this pass 9686 outarray[outlen++] = earliestStr;
8976 // so we're pretty much done
8977 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8978 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8979 break;
8980 } 9687 }
8981 9688
8982 // Otherwise we just add the newly delimited token 9689 /*
8983 // and recalculate where the search should continue. 9690 * Look at rest of src string following delimeter.
8984 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9691 */
8985 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9692 i = earliestSrc + earliestStr.Length;
8986
8987 if (best < seplen)
8988 {
8989 beginning = offset[best] + (separray[best].ToString()).Length;
8990 }
8991 else
8992 {
8993 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8994 string str = spcarray[best - seplen].ToString();
8995 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8996 tokens.Add(new LSL_String(str));
8997 }
8998 } 9693 }
8999 9694
9000 // This an awkward an not very intuitive boundary case. If the 9695 /*
9001 // last substring is a tokenizer, then there is an implied trailing 9696 * Make up an exact-sized output array suitable for an LSL_List object.
9002 // null list entry. Hopefully the single comparison will not be too 9697 */
9003 // arduous. Alternatively the 'break' could be replced with a return 9698 object[] outlist = new object[outlen];
9004 // but that's shabby programming. 9699 for (i = 0; i < outlen; i ++)
9005
9006 if ((beginning == srclen) && (keepNulls))
9007 { 9700 {
9008 if (srclen != 0) 9701 outlist[i] = new LSL_String(outarray[i]);
9009 tokens.Add(new LSL_String(""));
9010 } 9702 }
9011 9703 return new LSL_List(outlist);
9012 return tokens;
9013 }
9014
9015 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
9016 {
9017 m_host.AddScriptLPS(1);
9018 return this.ParseString(src, separators, spacers, false);
9019 }
9020
9021 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
9022 {
9023 m_host.AddScriptLPS(1);
9024 return this.ParseString(src, separators, spacers, true);
9025 } 9704 }
9026 9705
9027 public LSL_Integer llGetObjectPermMask(int mask) 9706 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9098,28 +9777,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9098 { 9777 {
9099 m_host.AddScriptLPS(1); 9778 m_host.AddScriptLPS(1);
9100 9779
9101 lock (m_host.TaskInventory) 9780 m_host.TaskInventory.LockItemsForRead(true);
9781 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9102 { 9782 {
9103 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9783 if (inv.Value.Name == item)
9104 { 9784 {
9105 if (inv.Value.Name == item) 9785 m_host.TaskInventory.LockItemsForRead(false);
9786 switch (mask)
9106 { 9787 {
9107 switch (mask) 9788 case 0:
9108 { 9789 return (int)inv.Value.BasePermissions;
9109 case 0: 9790 case 1:
9110 return (int)inv.Value.BasePermissions; 9791 return (int)inv.Value.CurrentPermissions;
9111 case 1: 9792 case 2:
9112 return (int)inv.Value.CurrentPermissions; 9793 return (int)inv.Value.GroupPermissions;
9113 case 2: 9794 case 3:
9114 return (int)inv.Value.GroupPermissions; 9795 return (int)inv.Value.EveryonePermissions;
9115 case 3: 9796 case 4:
9116 return (int)inv.Value.EveryonePermissions; 9797 return (int)inv.Value.NextPermissions;
9117 case 4:
9118 return (int)inv.Value.NextPermissions;
9119 }
9120 } 9798 }
9121 } 9799 }
9122 } 9800 }
9801 m_host.TaskInventory.LockItemsForRead(false);
9123 9802
9124 return -1; 9803 return -1;
9125 } 9804 }
@@ -9166,16 +9845,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9166 { 9845 {
9167 m_host.AddScriptLPS(1); 9846 m_host.AddScriptLPS(1);
9168 9847
9169 lock (m_host.TaskInventory) 9848 m_host.TaskInventory.LockItemsForRead(true);
9849 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9170 { 9850 {
9171 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9851 if (inv.Value.Name == item)
9172 { 9852 {
9173 if (inv.Value.Name == item) 9853 m_host.TaskInventory.LockItemsForRead(false);
9174 { 9854 return inv.Value.CreatorID.ToString();
9175 return inv.Value.CreatorID.ToString();
9176 }
9177 } 9855 }
9178 } 9856 }
9857 m_host.TaskInventory.LockItemsForRead(false);
9179 9858
9180 llSay(0, "No item name '" + item + "'"); 9859 llSay(0, "No item name '" + item + "'");
9181 9860
@@ -9317,9 +9996,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9317 { 9996 {
9318 try 9997 try
9319 { 9998 {
9999 /*
9320 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10000 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9321 if (obj != null) 10001 if (obj != null)
9322 return (double)obj.GetMass(); 10002 return (double)obj.GetMass();
10003 */
10004 // return total object mass
10005 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
10006 if (obj != null)
10007 return obj.GetMass();
10008
9323 // the object is null so the key is for an avatar 10009 // the object is null so the key is for an avatar
9324 ScenePresence avatar = World.GetScenePresence(key); 10010 ScenePresence avatar = World.GetScenePresence(key);
9325 if (avatar != null) 10011 if (avatar != null)
@@ -9339,7 +10025,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9339 } 10025 }
9340 10026
9341 /// <summary> 10027 /// <summary>
9342 /// illListReplaceList removes the sub-list defined by the inclusive indices 10028 /// llListReplaceList removes the sub-list defined by the inclusive indices
9343 /// start and end and inserts the src list in its place. The inclusive 10029 /// start and end and inserts the src list in its place. The inclusive
9344 /// nature of the indices means that at least one element must be deleted 10030 /// nature of the indices means that at least one element must be deleted
9345 /// if the indices are within the bounds of the existing list. I.e. 2,2 10031 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9396,16 +10082,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9396 // based upon end. Note that if end exceeds the upper 10082 // based upon end. Note that if end exceeds the upper
9397 // bound in this case, the entire destination list 10083 // bound in this case, the entire destination list
9398 // is removed. 10084 // is removed.
9399 else 10085 else if (start == 0)
9400 { 10086 {
9401 if (end + 1 < dest.Length) 10087 if (end + 1 < dest.Length)
9402 {
9403 return src + dest.GetSublist(end + 1, -1); 10088 return src + dest.GetSublist(end + 1, -1);
9404 }
9405 else 10089 else
9406 {
9407 return src; 10090 return src;
9408 } 10091 }
10092 else // Start < 0
10093 {
10094 if (end + 1 < dest.Length)
10095 return dest.GetSublist(end + 1, -1);
10096 else
10097 return new LSL_List();
9409 } 10098 }
9410 } 10099 }
9411 // Finally, if start > end, we strip away a prefix and 10100 // Finally, if start > end, we strip away a prefix and
@@ -9456,17 +10145,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9456 int width = 0; 10145 int width = 0;
9457 int height = 0; 10146 int height = 0;
9458 10147
9459 ParcelMediaCommandEnum? commandToSend = null; 10148 uint commandToSend = 0;
9460 float time = 0.0f; // default is from start 10149 float time = 0.0f; // default is from start
9461 10150
9462 ScenePresence presence = null; 10151 ScenePresence presence = null;
9463 10152
9464 for (int i = 0; i < commandList.Data.Length; i++) 10153 for (int i = 0; i < commandList.Data.Length; i++)
9465 { 10154 {
9466 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10155 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9467 switch (command) 10156 switch (command)
9468 { 10157 {
9469 case ParcelMediaCommandEnum.Agent: 10158 case (uint)ParcelMediaCommandEnum.Agent:
9470 // we send only to one agent 10159 // we send only to one agent
9471 if ((i + 1) < commandList.Length) 10160 if ((i + 1) < commandList.Length)
9472 { 10161 {
@@ -9483,25 +10172,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9483 } 10172 }
9484 break; 10173 break;
9485 10174
9486 case ParcelMediaCommandEnum.Loop: 10175 case (uint)ParcelMediaCommandEnum.Loop:
9487 loop = 1; 10176 loop = 1;
9488 commandToSend = command; 10177 commandToSend = command;
9489 update = true; //need to send the media update packet to set looping 10178 update = true; //need to send the media update packet to set looping
9490 break; 10179 break;
9491 10180
9492 case ParcelMediaCommandEnum.Play: 10181 case (uint)ParcelMediaCommandEnum.Play:
9493 loop = 0; 10182 loop = 0;
9494 commandToSend = command; 10183 commandToSend = command;
9495 update = true; //need to send the media update packet to make sure it doesn't loop 10184 update = true; //need to send the media update packet to make sure it doesn't loop
9496 break; 10185 break;
9497 10186
9498 case ParcelMediaCommandEnum.Pause: 10187 case (uint)ParcelMediaCommandEnum.Pause:
9499 case ParcelMediaCommandEnum.Stop: 10188 case (uint)ParcelMediaCommandEnum.Stop:
9500 case ParcelMediaCommandEnum.Unload: 10189 case (uint)ParcelMediaCommandEnum.Unload:
9501 commandToSend = command; 10190 commandToSend = command;
9502 break; 10191 break;
9503 10192
9504 case ParcelMediaCommandEnum.Url: 10193 case (uint)ParcelMediaCommandEnum.Url:
9505 if ((i + 1) < commandList.Length) 10194 if ((i + 1) < commandList.Length)
9506 { 10195 {
9507 if (commandList.Data[i + 1] is LSL_String) 10196 if (commandList.Data[i + 1] is LSL_String)
@@ -9514,7 +10203,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9514 } 10203 }
9515 break; 10204 break;
9516 10205
9517 case ParcelMediaCommandEnum.Texture: 10206 case (uint)ParcelMediaCommandEnum.Texture:
9518 if ((i + 1) < commandList.Length) 10207 if ((i + 1) < commandList.Length)
9519 { 10208 {
9520 if (commandList.Data[i + 1] is LSL_String) 10209 if (commandList.Data[i + 1] is LSL_String)
@@ -9527,7 +10216,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9527 } 10216 }
9528 break; 10217 break;
9529 10218
9530 case ParcelMediaCommandEnum.Time: 10219 case (uint)ParcelMediaCommandEnum.Time:
9531 if ((i + 1) < commandList.Length) 10220 if ((i + 1) < commandList.Length)
9532 { 10221 {
9533 if (commandList.Data[i + 1] is LSL_Float) 10222 if (commandList.Data[i + 1] is LSL_Float)
@@ -9539,7 +10228,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9539 } 10228 }
9540 break; 10229 break;
9541 10230
9542 case ParcelMediaCommandEnum.AutoAlign: 10231 case (uint)ParcelMediaCommandEnum.AutoAlign:
9543 if ((i + 1) < commandList.Length) 10232 if ((i + 1) < commandList.Length)
9544 { 10233 {
9545 if (commandList.Data[i + 1] is LSL_Integer) 10234 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9553,7 +10242,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9553 } 10242 }
9554 break; 10243 break;
9555 10244
9556 case ParcelMediaCommandEnum.Type: 10245 case (uint)ParcelMediaCommandEnum.Type:
9557 if ((i + 1) < commandList.Length) 10246 if ((i + 1) < commandList.Length)
9558 { 10247 {
9559 if (commandList.Data[i + 1] is LSL_String) 10248 if (commandList.Data[i + 1] is LSL_String)
@@ -9566,7 +10255,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9566 } 10255 }
9567 break; 10256 break;
9568 10257
9569 case ParcelMediaCommandEnum.Desc: 10258 case (uint)ParcelMediaCommandEnum.Desc:
9570 if ((i + 1) < commandList.Length) 10259 if ((i + 1) < commandList.Length)
9571 { 10260 {
9572 if (commandList.Data[i + 1] is LSL_String) 10261 if (commandList.Data[i + 1] is LSL_String)
@@ -9579,7 +10268,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9579 } 10268 }
9580 break; 10269 break;
9581 10270
9582 case ParcelMediaCommandEnum.Size: 10271 case (uint)ParcelMediaCommandEnum.Size:
9583 if ((i + 2) < commandList.Length) 10272 if ((i + 2) < commandList.Length)
9584 { 10273 {
9585 if (commandList.Data[i + 1] is LSL_Integer) 10274 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9649,7 +10338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9649 } 10338 }
9650 } 10339 }
9651 10340
9652 if (commandToSend != null) 10341 if (commandToSend != 0)
9653 { 10342 {
9654 // the commandList contained a start/stop/... command, too 10343 // the commandList contained a start/stop/... command, too
9655 if (presence == null) 10344 if (presence == null)
@@ -9686,7 +10375,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9686 10375
9687 if (aList.Data[i] != null) 10376 if (aList.Data[i] != null)
9688 { 10377 {
9689 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10378 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9690 { 10379 {
9691 case ParcelMediaCommandEnum.Url: 10380 case ParcelMediaCommandEnum.Url:
9692 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10381 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9729,16 +10418,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9729 { 10418 {
9730 m_host.AddScriptLPS(1); 10419 m_host.AddScriptLPS(1);
9731 10420
9732 lock (m_host.TaskInventory) 10421 m_host.TaskInventory.LockItemsForRead(true);
10422 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9733 { 10423 {
9734 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10424 if (inv.Value.Name == name)
9735 { 10425 {
9736 if (inv.Value.Name == name) 10426 m_host.TaskInventory.LockItemsForRead(false);
9737 { 10427 return inv.Value.Type;
9738 return inv.Value.Type;
9739 }
9740 } 10428 }
9741 } 10429 }
10430 m_host.TaskInventory.LockItemsForRead(false);
9742 10431
9743 return -1; 10432 return -1;
9744 } 10433 }
@@ -9749,15 +10438,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9749 10438
9750 if (quick_pay_buttons.Data.Length < 4) 10439 if (quick_pay_buttons.Data.Length < 4)
9751 { 10440 {
9752 LSLError("List must have at least 4 elements"); 10441 int x;
9753 return; 10442 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10443 {
10444 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10445 }
9754 } 10446 }
9755 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10447 int[] nPrice = new int[5];
9756 10448 nPrice[0] = price;
9757 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10449 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9758 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10450 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9759 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10451 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9760 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10452 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10453 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9761 m_host.ParentGroup.HasGroupChanged = true; 10454 m_host.ParentGroup.HasGroupChanged = true;
9762 } 10455 }
9763 10456
@@ -9774,7 +10467,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9774 return new LSL_Vector(); 10467 return new LSL_Vector();
9775 } 10468 }
9776 10469
9777 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10470// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10471 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9778 if (presence != null) 10472 if (presence != null)
9779 { 10473 {
9780 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 10474 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9796,7 +10490,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9796 return new LSL_Rotation(); 10490 return new LSL_Rotation();
9797 } 10491 }
9798 10492
9799 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10493// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10494 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9800 if (presence != null) 10495 if (presence != null)
9801 { 10496 {
9802 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 10497 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9856,8 +10551,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9856 { 10551 {
9857 m_host.AddScriptLPS(1); 10552 m_host.AddScriptLPS(1);
9858 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 10553 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9859 if (detectedParams == null) return; // only works on the first detected avatar 10554 if (detectedParams == null)
9860 10555 {
10556 if (m_host.ParentGroup.IsAttachment == true)
10557 {
10558 detectedParams = new DetectParams();
10559 detectedParams.Key = m_host.OwnerID;
10560 }
10561 else
10562 {
10563 return;
10564 }
10565 }
10566
9861 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10567 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9862 if (avatar != null) 10568 if (avatar != null)
9863 { 10569 {
@@ -9865,6 +10571,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9865 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10571 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9866 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10572 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9867 } 10573 }
10574
9868 ScriptSleep(1000); 10575 ScriptSleep(1000);
9869 } 10576 }
9870 10577
@@ -9988,12 +10695,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9988 10695
9989 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10696 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9990 object[] data = rules.Data; 10697 object[] data = rules.Data;
9991 for (int i = 0; i < data.Length; ++i) { 10698 for (int i = 0; i < data.Length; ++i)
10699 {
9992 int type = Convert.ToInt32(data[i++].ToString()); 10700 int type = Convert.ToInt32(data[i++].ToString());
9993 if (i >= data.Length) break; // odd number of entries => ignore the last 10701 if (i >= data.Length) break; // odd number of entries => ignore the last
9994 10702
9995 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10703 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9996 switch (type) { 10704 switch (type)
10705 {
9997 case ScriptBaseClass.CAMERA_FOCUS: 10706 case ScriptBaseClass.CAMERA_FOCUS:
9998 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10707 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9999 case ScriptBaseClass.CAMERA_POSITION: 10708 case ScriptBaseClass.CAMERA_POSITION:
@@ -10099,19 +10808,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10099 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10808 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10100 { 10809 {
10101 m_host.AddScriptLPS(1); 10810 m_host.AddScriptLPS(1);
10102 string ret = String.Empty; 10811
10103 string src1 = llBase64ToString(str1); 10812 if (str1 == String.Empty)
10104 string src2 = llBase64ToString(str2); 10813 return String.Empty;
10105 int c = 0; 10814 if (str2 == String.Empty)
10106 for (int i = 0; i < src1.Length; i++) 10815 return str1;
10816
10817 int len = str2.Length;
10818 if ((len % 4) != 0) // LL is EVIL!!!!
10107 { 10819 {
10108 ret += (char) (src1[i] ^ src2[c]); 10820 while (str2.EndsWith("="))
10821 str2 = str2.Substring(0, str2.Length - 1);
10822
10823 len = str2.Length;
10824 int mod = len % 4;
10825
10826 if (mod == 1)
10827 str2 = str2.Substring(0, str2.Length - 1);
10828 else if (mod == 2)
10829 str2 += "==";
10830 else if (mod == 3)
10831 str2 += "=";
10832 }
10109 10833
10110 c++; 10834 byte[] data1;
10111 if (c >= src2.Length) 10835 byte[] data2;
10112 c = 0; 10836 try
10837 {
10838 data1 = Convert.FromBase64String(str1);
10839 data2 = Convert.FromBase64String(str2);
10113 } 10840 }
10114 return llStringToBase64(ret); 10841 catch (Exception)
10842 {
10843 return new LSL_String(String.Empty);
10844 }
10845
10846 byte[] d2 = new Byte[data1.Length];
10847 int pos = 0;
10848
10849 if (data1.Length <= data2.Length)
10850 {
10851 Array.Copy(data2, 0, d2, 0, data1.Length);
10852 }
10853 else
10854 {
10855 while (pos < data1.Length)
10856 {
10857 len = data1.Length - pos;
10858 if (len > data2.Length)
10859 len = data2.Length;
10860
10861 Array.Copy(data2, 0, d2, pos, len);
10862 pos += len;
10863 }
10864 }
10865
10866 for (pos = 0 ; pos < data1.Length ; pos++ )
10867 data1[pos] ^= d2[pos];
10868
10869 return Convert.ToBase64String(data1);
10115 } 10870 }
10116 10871
10117 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10872 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10168,12 +10923,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10168 Regex r = new Regex(authregex); 10923 Regex r = new Regex(authregex);
10169 int[] gnums = r.GetGroupNumbers(); 10924 int[] gnums = r.GetGroupNumbers();
10170 Match m = r.Match(url); 10925 Match m = r.Match(url);
10171 if (m.Success) { 10926 if (m.Success)
10172 for (int i = 1; i < gnums.Length; i++) { 10927 {
10928 for (int i = 1; i < gnums.Length; i++)
10929 {
10173 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10930 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10174 //CaptureCollection cc = g.Captures; 10931 //CaptureCollection cc = g.Captures;
10175 } 10932 }
10176 if (m.Groups.Count == 5) { 10933 if (m.Groups.Count == 5)
10934 {
10177 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10935 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10178 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10936 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10179 } 10937 }
@@ -10536,15 +11294,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10536 11294
10537 internal UUID ScriptByName(string name) 11295 internal UUID ScriptByName(string name)
10538 { 11296 {
10539 lock (m_host.TaskInventory) 11297 m_host.TaskInventory.LockItemsForRead(true);
11298
11299 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10540 { 11300 {
10541 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11301 if (item.Type == 10 && item.Name == name)
10542 { 11302 {
10543 if (item.Type == 10 && item.Name == name) 11303 m_host.TaskInventory.LockItemsForRead(false);
10544 return item.ItemID; 11304 return item.ItemID;
10545 } 11305 }
10546 } 11306 }
10547 11307
11308 m_host.TaskInventory.LockItemsForRead(false);
11309
10548 return UUID.Zero; 11310 return UUID.Zero;
10549 } 11311 }
10550 11312
@@ -10585,6 +11347,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10585 { 11347 {
10586 m_host.AddScriptLPS(1); 11348 m_host.AddScriptLPS(1);
10587 11349
11350 //Clone is thread safe
10588 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11351 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10589 11352
10590 UUID assetID = UUID.Zero; 11353 UUID assetID = UUID.Zero;
@@ -10647,6 +11410,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10647 { 11410 {
10648 m_host.AddScriptLPS(1); 11411 m_host.AddScriptLPS(1);
10649 11412
11413 //Clone is thread safe
10650 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11414 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10651 11415
10652 UUID assetID = UUID.Zero; 11416 UUID assetID = UUID.Zero;
@@ -10727,15 +11491,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10727 return GetLinkPrimitiveParams(obj, rules); 11491 return GetLinkPrimitiveParams(obj, rules);
10728 } 11492 }
10729 11493
10730 public void print(string str) 11494 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10731 { 11495 {
10732 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11496 List<SceneObjectPart> parts = GetLinkParts(link);
10733 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 11497 if (parts.Count < 1)
10734 if (ossl != null) 11498 return 0;
10735 { 11499
10736 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11500 return GetNumberOfSides(parts[0]);
10737 m_log.Info("LSL print():" + str);
10738 }
10739 } 11501 }
10740 11502
10741 private string Name2Username(string name) 11503 private string Name2Username(string name)
@@ -10781,155 +11543,482 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10781 return rq.ToString(); 11543 return rq.ToString();
10782 } 11544 }
10783 11545
11546 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11547 {
11548 m_SayShoutCount = 0;
11549 }
11550
11551 private struct Tri
11552 {
11553 public Vector3 p1;
11554 public Vector3 p2;
11555 public Vector3 p3;
11556 }
11557
11558 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11559 {
11560 float height = avatar.Appearance.AvatarHeight;
11561 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11562 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11563
11564 if (point.X > b1.X && point.X < b2.X &&
11565 point.Y > b1.Y && point.Y < b2.Y &&
11566 point.Z > b1.Z && point.Z < b2.Z)
11567 return true;
11568 return false;
11569 }
11570
11571 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11572 {
11573 List<ContactResult> contacts = new List<ContactResult>();
11574
11575 Vector3 ab = rayEnd - rayStart;
11576
11577 World.ForEachScenePresence(delegate(ScenePresence sp)
11578 {
11579 Vector3 ac = sp.AbsolutePosition - rayStart;
11580 Vector3 bc = sp.AbsolutePosition - rayEnd;
11581
11582 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11583
11584 if (d > 1.5)
11585 return;
11586
11587 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11588
11589 if (d2 > 0)
11590 return;
11591
11592 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11593 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11594
11595 if (!InBoundingBox(sp, p))
11596 return;
11597
11598 ContactResult result = new ContactResult ();
11599 result.ConsumerID = sp.LocalId;
11600 result.Depth = Vector3.Distance(rayStart, p);
11601 result.Normal = Vector3.Zero;
11602 result.Pos = p;
11603
11604 contacts.Add(result);
11605 });
11606
11607 return contacts.ToArray();
11608 }
11609
11610 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11611 {
11612 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11613 List<ContactResult> contacts = new List<ContactResult>();
11614
11615 Vector3 ab = rayEnd - rayStart;
11616
11617 World.ForEachSOG(delegate(SceneObjectGroup group)
11618 {
11619 if (m_host.ParentGroup == group)
11620 return;
11621
11622 if (group.IsAttachment)
11623 return;
11624
11625 if (group.RootPart.PhysActor == null)
11626 {
11627 if (!includePhantom)
11628 return;
11629 }
11630 else
11631 {
11632 if (group.RootPart.PhysActor.IsPhysical)
11633 {
11634 if (!includePhysical)
11635 return;
11636 }
11637 else
11638 {
11639 if (!includeNonPhysical)
11640 return;
11641 }
11642 }
11643
11644 // Find the radius ouside of which we don't even need to hit test
11645 float minX;
11646 float maxX;
11647 float minY;
11648 float maxY;
11649 float minZ;
11650 float maxZ;
11651
11652 float radius = 0.0f;
11653
11654 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11655
11656 if (Math.Abs(minX) > radius)
11657 radius = Math.Abs(minX);
11658 if (Math.Abs(minY) > radius)
11659 radius = Math.Abs(minY);
11660 if (Math.Abs(minZ) > radius)
11661 radius = Math.Abs(minZ);
11662 if (Math.Abs(maxX) > radius)
11663 radius = Math.Abs(maxX);
11664 if (Math.Abs(maxY) > radius)
11665 radius = Math.Abs(maxY);
11666 if (Math.Abs(maxZ) > radius)
11667 radius = Math.Abs(maxZ);
11668
11669 Vector3 ac = group.AbsolutePosition - rayStart;
11670 Vector3 bc = group.AbsolutePosition - rayEnd;
11671
11672 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11673
11674 // Too far off ray, don't bother
11675 if (d > radius)
11676 return;
11677
11678 // Behind ray, drop
11679 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11680 if (d2 > 0)
11681 return;
11682
11683 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11684 // Miss.
11685 if (!intersection.HitTF)
11686 return;
11687
11688 ContactResult result = new ContactResult ();
11689 result.ConsumerID = group.LocalId;
11690 result.Depth = intersection.distance;
11691 result.Normal = intersection.normal;
11692 result.Pos = intersection.ipoint;
11693
11694 contacts.Add(result);
11695 });
11696
11697 return contacts.ToArray();
11698 }
11699
11700 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11701 {
11702 double[,] heightfield = World.Heightmap.GetDoubles();
11703 List<ContactResult> contacts = new List<ContactResult>();
11704
11705 double min = 2048.0;
11706 double max = 0.0;
11707
11708 // Find the min and max of the heightfield
11709 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11710 {
11711 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11712 {
11713 if (heightfield[x, y] > max)
11714 max = heightfield[x, y];
11715 if (heightfield[x, y] < min)
11716 min = heightfield[x, y];
11717 }
11718 }
11719
11720
11721 // A ray extends past rayEnd, but doesn't go back before
11722 // rayStart. If the start is above the highest point of the ground
11723 // and the ray goes up, we can't hit the ground. Ever.
11724 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11725 return null;
11726
11727 // Same for going down
11728 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11729 return null;
11730
11731 List<Tri> trilist = new List<Tri>();
11732
11733 // Create our triangle list
11734 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11735 {
11736 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11737 {
11738 Tri t1 = new Tri();
11739 Tri t2 = new Tri();
11740
11741 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11742 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11743 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11744 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11745
11746 t1.p1 = p1;
11747 t1.p2 = p2;
11748 t1.p3 = p3;
11749
11750 t2.p1 = p3;
11751 t2.p2 = p4;
11752 t2.p3 = p1;
11753
11754 trilist.Add(t1);
11755 trilist.Add(t2);
11756 }
11757 }
11758
11759 // Ray direction
11760 Vector3 rayDirection = rayEnd - rayStart;
11761
11762 foreach (Tri t in trilist)
11763 {
11764 // Compute triangle plane normal and edges
11765 Vector3 u = t.p2 - t.p1;
11766 Vector3 v = t.p3 - t.p1;
11767 Vector3 n = Vector3.Cross(u, v);
11768
11769 if (n == Vector3.Zero)
11770 continue;
11771
11772 Vector3 w0 = rayStart - t.p1;
11773 double a = -Vector3.Dot(n, w0);
11774 double b = Vector3.Dot(n, rayDirection);
11775
11776 // Not intersecting the plane, or in plane (same thing)
11777 // Ignoring this MAY cause the ground to not be detected
11778 // sometimes
11779 if (Math.Abs(b) < 0.000001)
11780 continue;
11781
11782 double r = a / b;
11783
11784 // ray points away from plane
11785 if (r < 0.0)
11786 continue;
11787
11788 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11789
11790 float uu = Vector3.Dot(u, u);
11791 float uv = Vector3.Dot(u, v);
11792 float vv = Vector3.Dot(v, v);
11793 Vector3 w = ip - t.p1;
11794 float wu = Vector3.Dot(w, u);
11795 float wv = Vector3.Dot(w, v);
11796 float d = uv * uv - uu * vv;
11797
11798 float cs = (uv * wv - vv * wu) / d;
11799 if (cs < 0 || cs > 1.0)
11800 continue;
11801 float ct = (uv * wu - uu * wv) / d;
11802 if (ct < 0 || (cs + ct) > 1.0)
11803 continue;
11804
11805 // Add contact point
11806 ContactResult result = new ContactResult ();
11807 result.ConsumerID = 0;
11808 result.Depth = Vector3.Distance(rayStart, ip);
11809 result.Normal = n;
11810 result.Pos = ip;
11811
11812 contacts.Add(result);
11813 }
11814
11815 if (contacts.Count == 0)
11816 return null;
11817
11818 contacts.Sort(delegate(ContactResult a, ContactResult b)
11819 {
11820 return (int)(a.Depth - b.Depth);
11821 });
11822
11823 return contacts[0];
11824 }
11825/*
11826 // not done:
11827 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
11828 {
11829 ContactResult[] contacts = null;
11830 World.ForEachSOG(delegate(SceneObjectGroup group)
11831 {
11832 if (m_host.ParentGroup == group)
11833 return;
11834
11835 if (group.IsAttachment)
11836 return;
11837
11838 if(group.RootPart.PhysActor != null)
11839 return;
11840
11841 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
11842 });
11843 return contacts;
11844 }
11845*/
11846
10784 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11847 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10785 { 11848 {
11849 LSL_List list = new LSL_List();
11850
10786 m_host.AddScriptLPS(1); 11851 m_host.AddScriptLPS(1);
10787 11852
10788 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11853 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10789 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11854 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10790 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11855 Vector3 dir = rayEnd - rayStart;
10791 11856
10792 int count = 0; 11857 float dist = Vector3.Mag(dir);
10793// int detectPhantom = 0; 11858
11859 int count = 1;
11860 bool detectPhantom = false;
10794 int dataFlags = 0; 11861 int dataFlags = 0;
10795 int rejectTypes = 0; 11862 int rejectTypes = 0;
10796 11863
10797 for (int i = 0; i < options.Length; i += 2) 11864 for (int i = 0; i < options.Length; i += 2)
10798 { 11865 {
10799 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11866 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10800 {
10801 count = options.GetLSLIntegerItem(i + 1); 11867 count = options.GetLSLIntegerItem(i + 1);
10802 } 11868 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10803// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11869 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10804// {
10805// detectPhantom = options.GetLSLIntegerItem(i + 1);
10806// }
10807 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11870 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10808 {
10809 dataFlags = options.GetLSLIntegerItem(i + 1); 11871 dataFlags = options.GetLSLIntegerItem(i + 1);
10810 }
10811 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11872 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10812 {
10813 rejectTypes = options.GetLSLIntegerItem(i + 1); 11873 rejectTypes = options.GetLSLIntegerItem(i + 1);
10814 }
10815 } 11874 }
10816 11875
10817 LSL_List list = new LSL_List(); 11876 if (count > 16)
10818 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11877 count = 16;
10819 11878
10820 double distance = Util.GetDistanceTo(startvector, endvector); 11879 List<ContactResult> results = new List<ContactResult>();
10821
10822 if (distance == 0)
10823 distance = 0.001;
10824
10825 Vector3 posToCheck = startvector;
10826 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10827 11880
10828 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11881 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10829 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11882 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10830 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11883 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10831 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11884 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10832 11885
10833 for (float i = 0; i <= distance; i += 0.1f) 11886
11887 if (World.SuportsRayCastFiltered())
10834 { 11888 {
10835 posToCheck = startvector + (dir * (i / (float)distance)); 11889 if (dist == 0)
11890 return list;
11891
11892 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11893 if (checkTerrain)
11894 rayfilter |= RayFilterFlags.land;
11895// if (checkAgents)
11896// rayfilter |= RayFilterFlags.agent;
11897 if (checkPhysical)
11898 rayfilter |= RayFilterFlags.physical;
11899 if (checkNonPhysical)
11900 rayfilter |= RayFilterFlags.nonphysical;
11901 if (detectPhantom)
11902 rayfilter |= RayFilterFlags.LSLPhanton;
10836 11903
10837 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11904 Vector3 direction = dir * ( 1/dist);
11905
11906 if(rayfilter == 0)
10838 { 11907 {
10839 ContactResult result = new ContactResult(); 11908 list.Add(new LSL_Integer(0));
10840 result.ConsumerID = 0; 11909 return list;
10841 result.Depth = 0;
10842 result.Normal = Vector3.Zero;
10843 result.Pos = posToCheck;
10844 results.Add(result);
10845 checkTerrain = false;
10846 } 11910 }
10847 11911
10848 if (checkAgents) 11912 // get some more contacts to sort ???
11913 int physcount = 4 * count;
11914 if (physcount > 20)
11915 physcount = 20;
11916
11917 object physresults;
11918 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11919
11920 if (physresults == null)
10849 { 11921 {
10850 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11922 list.Add(new LSL_Integer(-3)); // timeout error
10851 { 11923 return list;
10852 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
10853 {
10854 ContactResult result = new ContactResult ();
10855 result.ConsumerID = sp.LocalId;
10856 result.Depth = 0;
10857 result.Normal = Vector3.Zero;
10858 result.Pos = posToCheck;
10859 results.Add(result);
10860 }
10861 });
10862 } 11924 }
10863 }
10864 11925
10865 int refcount = 0; 11926 results = (List<ContactResult>)physresults;
10866 foreach (ContactResult result in results)
10867 {
10868 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
10869 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10870 continue;
10871 11927
10872 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11928 // for now physics doesn't detect sitted avatars so do it outside physics
11929 if (checkAgents)
11930 {
11931 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11932 foreach (ContactResult r in agentHits)
11933 results.Add(r);
11934 }
10873 11935
10874 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11936 // bug: will not detect phantom unless they are physical
10875 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11937 // don't use ObjectIntersection because its also bad
10876 11938
10877 if (entity == null) 11939 }
11940 else
11941 {
11942 if (checkTerrain)
10878 { 11943 {
10879 list.Add(UUID.Zero); 11944 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11945 if (groundContact != null)
11946 results.Add((ContactResult)groundContact);
11947 }
10880 11948
10881 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11949 if (checkAgents)
10882 list.Add(0); 11950 {
11951 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11952 foreach (ContactResult r in agentHits)
11953 results.Add(r);
11954 }
10883 11955
10884 list.Add(result.Pos); 11956 if (checkPhysical || checkNonPhysical || detectPhantom)
11957 {
11958 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11959 foreach (ContactResult r in objectHits)
11960 results.Add(r);
11961 }
11962 }
10885 11963
10886 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11964 results.Sort(delegate(ContactResult a, ContactResult b)
10887 list.Add(result.Normal); 11965 {
11966 return a.Depth.CompareTo(b.Depth);
11967 });
11968
11969 int values = 0;
11970 SceneObjectGroup thisgrp = m_host.ParentGroup;
10888 11971
10889 continue; //Can't find it, so add UUID.Zero 11972 foreach (ContactResult result in results)
10890 } 11973 {
11974 if (result.Depth > dist)
11975 continue;
11976
11977 // physics ray can return colisions with host prim
11978 if (m_host.LocalId == result.ConsumerID)
11979 continue;
10891 11980
10892 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity && 11981 UUID itemID = UUID.Zero;
10893 ((ISceneChildEntity)intersection.obj).PhysActor == null) 11982 int linkNum = 0;
10894 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10895 11983
10896 if (entity is SceneObjectPart) 11984 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
11985 // It's a prim!
11986 if (part != null)
10897 { 11987 {
10898 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 11988 // dont detect members of same object ???
11989 if (part.ParentGroup == thisgrp)
11990 continue;
10899 11991
10900 if (pa != null && pa.IsPhysical) 11992 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10901 { 11993 itemID = part.ParentGroup.UUID;
10902 if (!checkPhysical)
10903 continue;
10904 }
10905 else 11994 else
10906 { 11995 itemID = part.UUID;
10907 if (!checkNonPhysical)
10908 continue;
10909 }
10910 }
10911 11996
10912 refcount++; 11997 linkNum = part.LinkNum;
10913 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11998 }
10914 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10915 else 11999 else
10916 list.Add(entity.UUID);
10917
10918 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10919 { 12000 {
10920 if (entity is SceneObjectPart) 12001 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10921 list.Add(((SceneObjectPart)entity).LinkNum); 12002 /// It it a boy? a girl?
10922 else 12003 if (sp != null)
10923 list.Add(0); 12004 itemID = sp.UUID;
10924 } 12005 }
10925 12006
10926 list.Add(result.Pos); 12007 list.Add(new LSL_String(itemID.ToString()));
12008 list.Add(new LSL_String(result.Pos.ToString()));
12009
12010 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
12011 list.Add(new LSL_Integer(linkNum));
10927 12012
10928 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 12013 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10929 list.Add(result.Normal); 12014 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
12015
12016 values++;
12017 if (values >= count)
12018 break;
10930 } 12019 }
10931 12020
10932 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 12021 list.Add(new LSL_Integer(values));
10933 12022
10934 return list; 12023 return list;
10935 } 12024 }
@@ -10969,7 +12058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10969 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12058 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10970 if (!isAccount) return 0; 12059 if (!isAccount) return 0;
10971 if (estate.HasAccess(id)) return 1; 12060 if (estate.HasAccess(id)) return 1;
10972 if (estate.IsBanned(id)) 12061 if (estate.IsBanned(id, World.GetUserFlags(id)))
10973 estate.RemoveBan(id); 12062 estate.RemoveBan(id);
10974 estate.AddEstateUser(id); 12063 estate.AddEstateUser(id);
10975 break; 12064 break;
@@ -10988,14 +12077,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10988 break; 12077 break;
10989 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12078 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10990 if (!isAccount) return 0; 12079 if (!isAccount) return 0;
10991 if (estate.IsBanned(id)) return 1; 12080 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10992 EstateBan ban = new EstateBan(); 12081 EstateBan ban = new EstateBan();
10993 ban.EstateID = estate.EstateID; 12082 ban.EstateID = estate.EstateID;
10994 ban.BannedUserID = id; 12083 ban.BannedUserID = id;
10995 estate.AddBan(ban); 12084 estate.AddBan(ban);
10996 break; 12085 break;
10997 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12086 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10998 if (!isAccount || !estate.IsBanned(id)) return 0; 12087 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10999 estate.RemoveBan(id); 12088 estate.RemoveBan(id);
11000 break; 12089 break;
11001 default: return 0; 12090 default: return 0;
@@ -11024,7 +12113,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11024 return 16384; 12113 return 16384;
11025 } 12114 }
11026 12115
11027 public LSL_Integer llGetUsedMemory() 12116 public virtual LSL_Integer llGetUsedMemory()
11028 { 12117 {
11029 m_host.AddScriptLPS(1); 12118 m_host.AddScriptLPS(1);
11030 // The value returned for LSO scripts in SL 12119 // The value returned for LSO scripts in SL
@@ -11052,7 +12141,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11052 public void llSetSoundQueueing(int queue) 12141 public void llSetSoundQueueing(int queue)
11053 { 12142 {
11054 m_host.AddScriptLPS(1); 12143 m_host.AddScriptLPS(1);
11055 NotImplemented("llSetSoundQueueing");
11056 } 12144 }
11057 12145
11058 public void llCollisionSprite(string impact_sprite) 12146 public void llCollisionSprite(string impact_sprite)
@@ -11064,10 +12152,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11064 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12152 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11065 { 12153 {
11066 m_host.AddScriptLPS(1); 12154 m_host.AddScriptLPS(1);
11067 NotImplemented("llGodLikeRezObject"); 12155
12156 if (!World.Permissions.IsGod(m_host.OwnerID))
12157 NotImplemented("llGodLikeRezObject");
12158
12159 AssetBase rezAsset = World.AssetService.Get(inventory);
12160 if (rezAsset == null)
12161 {
12162 llSay(0, "Asset not found");
12163 return;
12164 }
12165
12166 SceneObjectGroup group = null;
12167
12168 try
12169 {
12170 string xmlData = Utils.BytesToString(rezAsset.Data);
12171 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12172 }
12173 catch
12174 {
12175 llSay(0, "Asset not found");
12176 return;
12177 }
12178
12179 if (group == null)
12180 {
12181 llSay(0, "Asset not found");
12182 return;
12183 }
12184
12185 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12186 group.RootPart.AttachOffset = group.AbsolutePosition;
12187
12188 group.ResetIDs();
12189
12190 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12191 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12192 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12193 group.ScheduleGroupForFullUpdate();
12194
12195 // objects rezzed with this method are die_at_edge by default.
12196 group.RootPart.SetDieAtEdge(true);
12197
12198 group.ResumeScripts();
12199
12200 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12201 "object_rez", new Object[] {
12202 new LSL_String(
12203 group.RootPart.UUID.ToString()) },
12204 new DetectParams[0]));
12205 }
12206
12207 public LSL_String llTransferLindenDollars(string destination, int amount)
12208 {
12209 UUID txn = UUID.Random();
12210
12211 Util.FireAndForget(delegate(object x)
12212 {
12213 int replycode = 0;
12214 string replydata = destination + "," + amount.ToString();
12215
12216 try
12217 {
12218 TaskInventoryItem item = m_item;
12219 if (item == null)
12220 {
12221 replydata = "SERVICE_ERROR";
12222 return;
12223 }
12224
12225 m_host.AddScriptLPS(1);
12226
12227 if (item.PermsGranter == UUID.Zero)
12228 {
12229 replydata = "MISSING_PERMISSION_DEBIT";
12230 return;
12231 }
12232
12233 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12234 {
12235 replydata = "MISSING_PERMISSION_DEBIT";
12236 return;
12237 }
12238
12239 UUID toID = new UUID();
12240
12241 if (!UUID.TryParse(destination, out toID))
12242 {
12243 replydata = "INVALID_AGENT";
12244 return;
12245 }
12246
12247 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12248
12249 if (money == null)
12250 {
12251 replydata = "TRANSFERS_DISABLED";
12252 return;
12253 }
12254
12255 bool result = money.ObjectGiveMoney(
12256 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12257
12258 if (result)
12259 {
12260 replycode = 1;
12261 return;
12262 }
12263
12264 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12265 }
12266 finally
12267 {
12268 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12269 "transaction_result", new Object[] {
12270 new LSL_String(txn.ToString()),
12271 new LSL_Integer(replycode),
12272 new LSL_String(replydata) },
12273 new DetectParams[0]));
12274 }
12275 });
12276
12277 return txn.ToString();
11068 } 12278 }
11069 12279
11070 #endregion 12280 #endregion
12281
12282 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12283 {
12284 SceneObjectGroup group = m_host.ParentGroup;
12285
12286 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12287 return;
12288 if (group.IsAttachment)
12289 return;
12290
12291 if (frames.Data.Length > 0) // We are getting a new motion
12292 {
12293 if (group.RootPart.KeyframeMotion != null)
12294 group.RootPart.KeyframeMotion.Stop();
12295 group.RootPart.KeyframeMotion = null;
12296
12297 int idx = 0;
12298
12299 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12300 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12301
12302 while (idx < options.Data.Length)
12303 {
12304 int option = (int)options.GetLSLIntegerItem(idx++);
12305 int remain = options.Data.Length - idx;
12306
12307 switch (option)
12308 {
12309 case ScriptBaseClass.KFM_MODE:
12310 if (remain < 1)
12311 break;
12312 int modeval = (int)options.GetLSLIntegerItem(idx++);
12313 switch(modeval)
12314 {
12315 case ScriptBaseClass.KFM_FORWARD:
12316 mode = KeyframeMotion.PlayMode.Forward;
12317 break;
12318 case ScriptBaseClass.KFM_REVERSE:
12319 mode = KeyframeMotion.PlayMode.Reverse;
12320 break;
12321 case ScriptBaseClass.KFM_LOOP:
12322 mode = KeyframeMotion.PlayMode.Loop;
12323 break;
12324 case ScriptBaseClass.KFM_PING_PONG:
12325 mode = KeyframeMotion.PlayMode.PingPong;
12326 break;
12327 }
12328 break;
12329 case ScriptBaseClass.KFM_DATA:
12330 if (remain < 1)
12331 break;
12332 int dataval = (int)options.GetLSLIntegerItem(idx++);
12333 data = (KeyframeMotion.DataFormat)dataval;
12334 break;
12335 }
12336 }
12337
12338 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12339
12340 idx = 0;
12341
12342 int elemLength = 2;
12343 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12344 elemLength = 3;
12345
12346 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12347 while (idx < frames.Data.Length)
12348 {
12349 int remain = frames.Data.Length - idx;
12350
12351 if (remain < elemLength)
12352 break;
12353
12354 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12355 frame.Position = null;
12356 frame.Rotation = null;
12357
12358 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12359 {
12360 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12361 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12362 }
12363 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12364 {
12365 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12366 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12367 }
12368
12369 float tempf = (float)frames.GetLSLFloatItem(idx++);
12370 frame.TimeMS = (int)(tempf * 1000.0f);
12371
12372 keyframes.Add(frame);
12373 }
12374
12375 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12376 group.RootPart.KeyframeMotion.Start();
12377 }
12378 else
12379 {
12380 if (group.RootPart.KeyframeMotion == null)
12381 return;
12382
12383 if (options.Data.Length == 0)
12384 {
12385 group.RootPart.KeyframeMotion.Stop();
12386 return;
12387 }
12388
12389 int code = (int)options.GetLSLIntegerItem(0);
12390
12391 int idx = 0;
12392
12393 while (idx < options.Data.Length)
12394 {
12395 int option = (int)options.GetLSLIntegerItem(idx++);
12396 int remain = options.Data.Length - idx;
12397
12398 switch (option)
12399 {
12400 case ScriptBaseClass.KFM_COMMAND:
12401 int cmd = (int)options.GetLSLIntegerItem(idx++);
12402 switch (cmd)
12403 {
12404 case ScriptBaseClass.KFM_CMD_PLAY:
12405 group.RootPart.KeyframeMotion.Start();
12406 break;
12407 case ScriptBaseClass.KFM_CMD_STOP:
12408 group.RootPart.KeyframeMotion.Stop();
12409 break;
12410 case ScriptBaseClass.KFM_CMD_PAUSE:
12411 group.RootPart.KeyframeMotion.Pause();
12412 break;
12413 }
12414 break;
12415 }
12416 }
12417 }
12418 }
11071 } 12419 }
11072 12420
11073 public class NotecardCache 12421 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 7ea8b7a..8237b60 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_ScriptEngine = ScriptEngine; 146 m_ScriptEngine = ScriptEngine;
146 m_host = host; 147 m_host = host;
147 m_item = item; 148 m_item = item;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -920,18 +929,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
920 if (target != null) 929 if (target != null)
921 { 930 {
922 UUID animID=UUID.Zero; 931 UUID animID=UUID.Zero;
923 lock (m_host.TaskInventory) 932 m_host.TaskInventory.LockItemsForRead(true);
933 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
924 { 934 {
925 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 935 if (inv.Value.Name == animation)
926 { 936 {
927 if (inv.Value.Name == animation) 937 if (inv.Value.Type == (int)AssetType.Animation)
928 { 938 animID = inv.Value.AssetID;
929 if (inv.Value.Type == (int)AssetType.Animation) 939 continue;
930 animID = inv.Value.AssetID;
931 continue;
932 }
933 } 940 }
934 } 941 }
942 m_host.TaskInventory.LockItemsForRead(false);
935 if (animID == UUID.Zero) 943 if (animID == UUID.Zero)
936 target.Animator.AddAnimation(animation, m_host.UUID); 944 target.Animator.AddAnimation(animation, m_host.UUID);
937 else 945 else
@@ -972,6 +980,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
972 else 980 else
973 animID = UUID.Zero; 981 animID = UUID.Zero;
974 } 982 }
983 m_host.TaskInventory.LockItemsForRead(false);
975 984
976 if (animID == UUID.Zero) 985 if (animID == UUID.Zero)
977 target.Animator.RemoveAnimation(animation); 986 target.Animator.RemoveAnimation(animation);
@@ -1792,6 +1801,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1792 1801
1793 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1802 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1794 { 1803 {
1804 m_host.TaskInventory.LockItemsForRead(true);
1795 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1805 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1796 { 1806 {
1797 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1807 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1799,6 +1809,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1799 assetID = item.AssetID; 1809 assetID = item.AssetID;
1800 } 1810 }
1801 } 1811 }
1812 m_host.TaskInventory.LockItemsForRead(false);
1802 } 1813 }
1803 1814
1804 if (assetID == UUID.Zero) 1815 if (assetID == UUID.Zero)
@@ -2266,7 +2277,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2266 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2277 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2267 m_host.AddScriptLPS(1); 2278 m_host.AddScriptLPS(1);
2268 2279
2269 return NpcCreate(firstname, lastname, position, notecard, false, false); 2280 return NpcCreate(firstname, lastname, position, notecard, true, false);
2270 } 2281 }
2271 2282
2272 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2283 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2277,24 +2288,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2277 return NpcCreate( 2288 return NpcCreate(
2278 firstname, lastname, position, notecard, 2289 firstname, lastname, position, notecard,
2279 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2290 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2280 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2291 false);
2292// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2281 } 2293 }
2282 2294
2283 private LSL_Key NpcCreate( 2295 private LSL_Key NpcCreate(
2284 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2296 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2285 { 2297 {
2298 if (!owned)
2299 OSSLError("Unowned NPCs are unsupported");
2300
2301 string groupTitle = String.Empty;
2302
2303 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2304 return new LSL_Key(UUID.Zero.ToString());
2305
2306 if (firstname != String.Empty || lastname != String.Empty)
2307 {
2308 if (firstname != "Shown outfit:")
2309 groupTitle = "- NPC -";
2310 }
2311
2286 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2312 INPCModule module = World.RequestModuleInterface<INPCModule>();
2287 if (module != null) 2313 if (module != null)
2288 { 2314 {
2289 AvatarAppearance appearance = null; 2315 AvatarAppearance appearance = null;
2290 2316
2291 UUID id; 2317// UUID id;
2292 if (UUID.TryParse(notecard, out id)) 2318// if (UUID.TryParse(notecard, out id))
2293 { 2319// {
2294 ScenePresence clonePresence = World.GetScenePresence(id); 2320// ScenePresence clonePresence = World.GetScenePresence(id);
2295 if (clonePresence != null) 2321// if (clonePresence != null)
2296 appearance = clonePresence.Appearance; 2322// appearance = clonePresence.Appearance;
2297 } 2323// }
2298 2324
2299 if (appearance == null) 2325 if (appearance == null)
2300 { 2326 {
@@ -2322,6 +2348,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2322 World, 2348 World,
2323 appearance); 2349 appearance);
2324 2350
2351 ScenePresence sp;
2352 if (World.TryGetScenePresence(x, out sp))
2353 {
2354 sp.Grouptitle = groupTitle;
2355 sp.SendAvatarDataToAllAgents();
2356 }
2325 return new LSL_Key(x.ToString()); 2357 return new LSL_Key(x.ToString());
2326 } 2358 }
2327 2359
@@ -2613,16 +2645,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2613 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2645 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2614 m_host.AddScriptLPS(1); 2646 m_host.AddScriptLPS(1);
2615 2647
2616 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2648 ManualResetEvent ev = new ManualResetEvent(false);
2617 if (module != null)
2618 {
2619 UUID npcId = new UUID(npc.m_string);
2620 2649
2621 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2650 Util.FireAndForget(delegate(object x) {
2622 return; 2651 try
2652 {
2653 INPCModule module = World.RequestModuleInterface<INPCModule>();
2654 if (module != null)
2655 {
2656 UUID npcId = new UUID(npc.m_string);
2623 2657
2624 module.DeleteNPC(npcId, World); 2658 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2625 } 2659 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2660 {
2661 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2662 return;
2663 }
2664
2665 module.DeleteNPC(npcId, World);
2666 }
2667 }
2668 finally
2669 {
2670 ev.Set();
2671 }
2672 });
2673 ev.WaitOne();
2626 } 2674 }
2627 2675
2628 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2676 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3156,4 +3204,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3156 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3204 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3157 } 3205 }
3158 } 3206 }
3159} \ No newline at end of file 3207}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3844753..19f3ce1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -319,7 +319,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
319 float dy; 319 float dy;
320 float dz; 320 float dz;
321 321
322 Quaternion q = SensePoint.GetWorldRotation(); 322// Quaternion q = SensePoint.RotationOffset;
323 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
323 if (SensePoint.ParentGroup.IsAttachment) 324 if (SensePoint.ParentGroup.IsAttachment)
324 { 325 {
325 // In attachments, rotate the sensor cone with the 326 // In attachments, rotate the sensor cone with the
@@ -333,7 +334,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
333 // Position of a sensor in a child prim attached to an avatar 334 // Position of a sensor in a child prim attached to an avatar
334 // will be still wrong. 335 // will be still wrong.
335 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 336 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
336 q = avatar.Rotation * q; 337 fromRegionPos = avatar.AbsolutePosition;
338 q = avatar.Rotation;
337 } 339 }
338 340
339 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 341 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -463,7 +465,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
463 // Position of a sensor in a child prim attached to an avatar 465 // Position of a sensor in a child prim attached to an avatar
464 // will be still wrong. 466 // will be still wrong.
465 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 467 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
466 q = avatar.Rotation * q; 468 if (avatar == null)
469 return sensedEntities;
470 fromRegionPos = avatar.AbsolutePosition;
471 q = avatar.Rotation;
467 } 472 }
468 473
469 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 474 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index d39b204..749fc97 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -355,6 +357,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
355 void llSetParcelMusicURL(string url); 357 void llSetParcelMusicURL(string url);
356 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 358 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
357 void llSetPos(LSL_Vector pos); 359 void llSetPos(LSL_Vector pos);
360 LSL_Integer llSetRegionPos(LSL_Vector pos);
358 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 361 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
359 void llSetPrimitiveParams(LSL_List rules); 362 void llSetPrimitiveParams(LSL_List rules);
360 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 363 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -421,9 +424,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
421 LSL_Vector llWind(LSL_Vector offset); 424 LSL_Vector llWind(LSL_Vector offset);
422 LSL_String llXorBase64Strings(string str1, string str2); 425 LSL_String llXorBase64Strings(string str1, string str2);
423 LSL_String llXorBase64StringsCorrect(string str1, string str2); 426 LSL_String llXorBase64StringsCorrect(string str1, string str2);
424 void print(string str); 427 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
428 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
425 429
426 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 430 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
427 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 431 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
432 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
428 } 433 }
429} 434}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index e92518d..7382495 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index b6c21e6..5c6ad8a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -94,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
94 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
95 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
96 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
97 98
98 //Particle Systems 99 //Particle Systems
99 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -282,6 +283,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 283 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 284 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 285 public const int CHANGED_ANIMATION = 16384;
286 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 287 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 288 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 289 public const int TYPE_FLOAT = 2;
@@ -586,6 +588,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
586 public const int PRIM_MEDIA_PERM_OWNER = 1; 588 public const int PRIM_MEDIA_PERM_OWNER = 1;
587 public const int PRIM_MEDIA_PERM_GROUP = 2; 589 public const int PRIM_MEDIA_PERM_GROUP = 2;
588 public const int PRIM_MEDIA_PERM_ANYONE = 4; 590 public const int PRIM_MEDIA_PERM_ANYONE = 4;
591
592 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
593 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
594 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
595 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
596
597 public const int PRIM_PHYSICS_MATERIAL = 31;
598 public const int DENSITY = 1;
599 public const int FRICTION = 2;
600 public const int RESTITUTION = 4;
601 public const int GRAVITY_MULTIPLIER = 8;
589 602
590 // extra constants for llSetPrimMediaParams 603 // extra constants for llSetPrimMediaParams
591 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 604 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -659,5 +672,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
659 public static readonly LSLInteger RCERR_UNKNOWN = -1; 672 public static readonly LSLInteger RCERR_UNKNOWN = -1;
660 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 673 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
661 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 674 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
675
676 public const int KFM_MODE = 1;
677 public const int KFM_LOOP = 1;
678 public const int KFM_REVERSE = 3;
679 public const int KFM_FORWARD = 0;
680 public const int KFM_PING_PONG = 2;
681 public const int KFM_DATA = 2;
682 public const int KFM_TRANSLATION = 2;
683 public const int KFM_ROTATION = 1;
684 public const int KFM_COMMAND = 0;
685 public const int KFM_CMD_PLAY = 0;
686 public const int KFM_CMD_STOP = 1;
687 public const int KFM_CMD_PAUSE = 2;
662 } 688 }
663} 689}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 06f5617..976969a 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();
@@ -474,6 +481,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 481 return m_LSL_Functions.llGetFreeMemory();
475 } 482 }
476 483
484 public LSL_Integer llGetUsedMemory()
485 {
486 return m_LSL_Functions.llGetUsedMemory();
487 }
488
477 public LSL_Integer llGetFreeURLs() 489 public LSL_Integer llGetFreeURLs()
478 { 490 {
479 return m_LSL_Functions.llGetFreeURLs(); 491 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +591,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 591 return m_LSL_Functions.llGetMass();
580 } 592 }
581 593
594 public LSL_Float llGetMassMKS()
595 {
596 return m_LSL_Functions.llGetMassMKS();
597 }
598
582 public LSL_Integer llGetMemoryLimit() 599 public LSL_Integer llGetMemoryLimit()
583 { 600 {
584 return m_LSL_Functions.llGetMemoryLimit(); 601 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +861,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 861 return m_LSL_Functions.llGetUnixTime();
845 } 862 }
846 863
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 864 public LSL_Vector llGetVel()
853 { 865 {
854 return m_LSL_Functions.llGetVel(); 866 return m_LSL_Functions.llGetVel();
@@ -874,6 +886,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 886 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 887 }
876 888
889 public LSL_String llTransferLindenDollars(string destination, int amount)
890 {
891 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
892 }
893
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 894 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 895 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 896 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1598,6 +1615,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1598 m_LSL_Functions.llSetPos(pos); 1615 m_LSL_Functions.llSetPos(pos);
1599 } 1616 }
1600 1617
1618 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1619 {
1620 return m_LSL_Functions.llSetRegionPos(pos);
1621 }
1622
1601 public void llSetPrimitiveParams(LSL_List rules) 1623 public void llSetPrimitiveParams(LSL_List rules)
1602 { 1624 {
1603 m_LSL_Functions.llSetPrimitiveParams(rules); 1625 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1958,9 +1980,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1958 return m_LSL_Functions.llClearLinkMedia(link, face); 1980 return m_LSL_Functions.llClearLinkMedia(link, face);
1959 } 1981 }
1960 1982
1961 public void print(string str) 1983 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1984 {
1985 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1986 }
1987
1988 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1989 {
1990 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1991 }
1992
1993 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1962 { 1994 {
1963 m_LSL_Functions.print(str); 1995 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1964 } 1996 }
1965 } 1997 }
1966} 1998}
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 329e361..1c59d45 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
@@ -845,6 +847,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
845 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 847 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
846 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 848 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
847 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 849 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
850 part.CollisionSound = UUID.Zero;
848 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 851 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
849 EventQueue.Clear(); 852 EventQueue.Clear();
850 m_Script.ResetVars(); 853 m_Script.ResetVars();
@@ -859,6 +862,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
859 new Object[0], new DetectParams[0])); 862 new Object[0], new DetectParams[0]));
860 } 863 }
861 864
865 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
862 public void ApiResetScript() 866 public void ApiResetScript()
863 { 867 {
864 // bool running = Running; 868 // bool running = Running;
@@ -870,6 +874,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
870 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 874 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
871 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 875 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
872 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 876 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
877 part.CollisionSound = UUID.Zero;
873 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 878 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
874 879
875 EventQueue.Clear(); 880 EventQueue.Clear();
@@ -890,10 +895,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
890 895
891 public Dictionary<string, object> GetVars() 896 public Dictionary<string, object> GetVars()
892 { 897 {
893 if (m_Script != null) 898 return m_Script.GetVars();
894 return m_Script.GetVars();
895 else
896 return new Dictionary<string, object>();
897 } 899 }
898 900
899 public void SetVars(Dictionary<string, object> vars) 901 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 a9b6e67..eeb125e 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 }
@@ -996,95 +1063,99 @@ 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 1077
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1078 if (!m_AppDomains.ContainsKey(appDomain))
1020 Evidence evidence = new Evidence(baseEvidence); 1079 {
1080 try
1081 {
1082 AppDomainSetup appSetup = new AppDomainSetup();
1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1021 1086
1022 AppDomain sandbox; 1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1023 if (m_AppDomainLoading) 1088 Evidence evidence = new Evidence(baseEvidence);
1024 {
1025 sandbox = AppDomain.CreateDomain(
1026 m_Scene.RegionInfo.RegionID.ToString(),
1027 evidence, appSetup);
1028 sandbox.AssemblyResolve +=
1029 new ResolveEventHandler(
1030 AssemblyResolver.OnAssemblyResolve);
1031 }
1032 else
1033 {
1034 sandbox = AppDomain.CurrentDomain;
1035 }
1036
1037 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1038 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1039 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1040 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1041 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1042 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1043 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1044
1045 m_AppDomains[appDomain] = sandbox;
1046 1089
1047 m_DomainScripts[appDomain] = new List<UUID>(); 1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 {
1093 sandbox = AppDomain.CreateDomain(
1094 m_Scene.RegionInfo.RegionID.ToString(),
1095 evidence, appSetup);
1096 m_AppDomains[appDomain].AssemblyResolve +=
1097 new ResolveEventHandler(
1098 AssemblyResolver.OnAssemblyResolve);
1048 } 1099 }
1049 catch (Exception e) 1100 else
1050 { 1101 {
1051 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1102 sandbox = AppDomain.CurrentDomain;
1052 m_ScriptErrorMessage += "Exception creating app domain:\n";
1053 m_ScriptFailCount++;
1054 lock (m_AddingAssemblies)
1055 {
1056 m_AddingAssemblies[assembly]--;
1057 }
1058 return false;
1059 } 1103 }
1060 }
1061 m_DomainScripts[appDomain].Add(itemID);
1062
1063 instance = new ScriptInstance(this, part,
1064 itemID, assetID, assembly,
1065 m_AppDomains[appDomain],
1066 part.ParentGroup.RootPart.Name,
1067 item.Name, startParam, postOnRez,
1068 stateSource, m_MaxScriptQueue);
1069
1070 m_log.DebugFormat(
1071 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1072 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1073 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1074 1104
1075 if (presence != null) 1105 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1106 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1107 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1108 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1109 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1110 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1111 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1112
1113 m_AppDomains[appDomain] = sandbox;
1114
1115 m_DomainScripts[appDomain] = new List<UUID>();
1116 }
1117 catch (Exception e)
1076 { 1118 {
1077 ShowScriptSaveResponse(item.OwnerID, 1119 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1078 assetID, "Compile successful", true); 1120 m_ScriptErrorMessage += "Exception creating app domain:\n";
1121 m_ScriptFailCount++;
1122 lock (m_AddingAssemblies)
1123 {
1124 m_AddingAssemblies[assembly]--;
1125 }
1126 return false;
1079 } 1127 }
1128 }
1129 m_DomainScripts[appDomain].Add(itemID);
1130
1131 instance = new ScriptInstance(this, part,
1132 itemID, assetID, assembly,
1133 m_AppDomains[appDomain],
1134 part.ParentGroup.RootPart.Name,
1135 item.Name, startParam, postOnRez,
1136 stateSource, m_MaxScriptQueue);
1137
1138 m_log.DebugFormat(
1139 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1140 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1141 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1080 1142
1081 instance.AppDomain = appDomain; 1143 if (presence != null)
1082 instance.LineMap = linemap; 1144 {
1083 1145 ShowScriptSaveResponse(item.OwnerID,
1084 m_Scripts[itemID] = instance; 1146 assetID, "Compile successful", true);
1085 } 1147 }
1086 }
1087 1148
1149 instance.AppDomain = appDomain;
1150 instance.LineMap = linemap;
1151 lockScriptsForWrite(true);
1152 m_Scripts[itemID] = instance;
1153 lockScriptsForWrite(false);
1154 }
1155 else
1156 {
1157 lockScriptsForRead(false);
1158 }
1088 lock (m_PrimObjects) 1159 lock (m_PrimObjects)
1089 { 1160 {
1090 if (!m_PrimObjects.ContainsKey(localID)) 1161 if (!m_PrimObjects.ContainsKey(localID))
@@ -1102,9 +1173,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1102 m_AddingAssemblies[assembly]--; 1173 m_AddingAssemblies[assembly]--;
1103 } 1174 }
1104 1175
1105 if (instance != null) 1176 if (instance!=null)
1106 instance.Init(); 1177 instance.Init();
1107 1178
1108 return true; 1179 return true;
1109 } 1180 }
1110 1181
@@ -1117,18 +1188,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1117 m_CompileDict.Remove(itemID); 1188 m_CompileDict.Remove(itemID);
1118 } 1189 }
1119 1190
1120 IScriptInstance instance = null; 1191 lockScriptsForRead(true);
1121 1192 // Do we even have it?
1122 lock (m_Scripts) 1193 if (!m_Scripts.ContainsKey(itemID))
1123 { 1194 {
1124 // Do we even have it? 1195 // Do we even have it?
1125 if (!m_Scripts.ContainsKey(itemID)) 1196 if (!m_Scripts.ContainsKey(itemID))
1126 return; 1197 return;
1127 1198
1128 instance = m_Scripts[itemID]; 1199 lockScriptsForRead(false);
1200 lockScriptsForWrite(true);
1129 m_Scripts.Remove(itemID); 1201 m_Scripts.Remove(itemID);
1202 lockScriptsForWrite(false);
1203
1204 return;
1130 } 1205 }
1206
1131 1207
1208 IScriptInstance instance=m_Scripts[itemID];
1209 lockScriptsForRead(false);
1210 lockScriptsForWrite(true);
1211 m_Scripts.Remove(itemID);
1212 lockScriptsForWrite(false);
1132 instance.ClearQueue(); 1213 instance.ClearQueue();
1133 1214
1134 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1215 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1167,8 +1248,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1167 1248
1168 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1249 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1169 if (handlerObjectRemoved != null) 1250 if (handlerObjectRemoved != null)
1170 handlerObjectRemoved(instance.ObjectID); 1251 {
1252 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1253 handlerObjectRemoved(part.UUID);
1254 }
1171 1255
1256 CleanAssemblies();
1257
1172 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1258 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1173 if (handlerScriptRemoved != null) 1259 if (handlerScriptRemoved != null)
1174 handlerScriptRemoved(itemID); 1260 handlerScriptRemoved(itemID);
@@ -1310,7 +1396,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1310 return false; 1396 return false;
1311 1397
1312 uuids = m_PrimObjects[localID]; 1398 uuids = m_PrimObjects[localID];
1313 } 1399
1314 1400
1315 foreach (UUID itemID in uuids) 1401 foreach (UUID itemID in uuids)
1316 { 1402 {
@@ -1328,6 +1414,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1328 result = true; 1414 result = true;
1329 } 1415 }
1330 } 1416 }
1417 }
1331 1418
1332 return result; 1419 return result;
1333 } 1420 }
@@ -1429,12 +1516,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1429 private IScriptInstance GetInstance(UUID itemID) 1516 private IScriptInstance GetInstance(UUID itemID)
1430 { 1517 {
1431 IScriptInstance instance; 1518 IScriptInstance instance;
1432 lock (m_Scripts) 1519 lockScriptsForRead(true);
1520 if (!m_Scripts.ContainsKey(itemID))
1433 { 1521 {
1434 if (!m_Scripts.ContainsKey(itemID)) 1522 lockScriptsForRead(false);
1435 return null; 1523 return null;
1436 instance = m_Scripts[itemID];
1437 } 1524 }
1525 instance = m_Scripts[itemID];
1526 lockScriptsForRead(false);
1438 return instance; 1527 return instance;
1439 } 1528 }
1440 1529
@@ -1458,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1458 return false; 1547 return false;
1459 } 1548 }
1460 1549
1550 [DebuggerNonUserCode]
1461 public void ApiResetScript(UUID itemID) 1551 public void ApiResetScript(UUID itemID)
1462 { 1552 {
1463 IScriptInstance instance = GetInstance(itemID); 1553 IScriptInstance instance = GetInstance(itemID);
@@ -1509,6 +1599,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1509 return UUID.Zero; 1599 return UUID.Zero;
1510 } 1600 }
1511 1601
1602 [DebuggerNonUserCode]
1512 public void SetState(UUID itemID, string newState) 1603 public void SetState(UUID itemID, string newState)
1513 { 1604 {
1514 IScriptInstance instance = GetInstance(itemID); 1605 IScriptInstance instance = GetInstance(itemID);
@@ -1531,11 +1622,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1531 1622
1532 List<IScriptInstance> instances = new List<IScriptInstance>(); 1623 List<IScriptInstance> instances = new List<IScriptInstance>();
1533 1624
1534 lock (m_Scripts) 1625 lockScriptsForRead(true);
1535 { 1626 foreach (IScriptInstance instance in m_Scripts.Values)
1536 foreach (IScriptInstance instance in m_Scripts.Values)
1537 instances.Add(instance); 1627 instances.Add(instance);
1538 } 1628 lockScriptsForRead(false);
1539 1629
1540 foreach (IScriptInstance i in instances) 1630 foreach (IScriptInstance i in instances)
1541 { 1631 {
@@ -1989,5 +2079,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1989// else 2079// else
1990// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2080// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1991 } 2081 }
2082
2083 public bool HasScript(UUID itemID, out bool running)
2084 {
2085 running = true;
2086
2087 IScriptInstance instance = GetInstance(itemID);
2088 if (instance == null)
2089 return false;
2090
2091 running = instance.Running;
2092 return true;
2093 }
1992 } 2094 }
1993} 2095}